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1. [Feedback] Taking a Serious Look at Turrets and Other Installations - in Feedback/Requests [original thread]
KalOfTheRathi wrote: RydogV wrote: --- Talks about stuff that goes right over KalOfTheRathi's head --- You must not be a tanker because you would have noticed they cut the number of turrets in half for most of the large sockets. I haven't...
- by RydogV - at 2014.03.26 21:22:00
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2. [Feedback] Active Scanners are nearly perfect - in Feedback/Requests [original thread]
Aeon Amadi wrote: Tallen Ellecon wrote: If they increased the angle I would go back into level 5 Gal Logi. I really like the rebalance they did with the scan, whip it out scan, put it back, know when it's ready. I feel though that alone was ...
- by RydogV - at 2014.03.26 21:07:00
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3. [Feedback] Active Scanners are nearly perfect - in Feedback/Requests [original thread]
I 100% agree with this assessment. I love how Active Scanners now work and I skilled into Gallente Logistics to provide that asset to my team. I have no issue with sensitivity, visibility duration or cool-down times. All very good and balanced. Bu...
- by RydogV - at 2014.03.26 17:49:00
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4. [Feedback] Taking a Serious Look at Turrets and Other Installations - in Feedback/Requests [original thread]
GVGMODE wrote: Why make them destructible at all? Because you are supposed to pay ISK for them, they are meant to be disposable items that can be deployed upon request of the buyer on certain sockets in the map Your comment is vague. But I...
- by RydogV - at 2014.03.26 17:36:00
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5. CLOAKS SHOULD DECLOAK WHEN... - in Feedback/Requests [original thread]
Jathniel wrote: The whole purpose was for scouts to be HARD to detect and tract. Nearly impossible, if someone specializes. That was the WHOLE point. So what is your argument against being exposed when the jig is up? You have a cloak and...
- by RydogV - at 2014.03.26 17:22:00
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6. [Feedback] Taking a Serious Look at Turrets and Other Installations - in Feedback/Requests [original thread]
The evolution of installations in the game has been a little off balance and inconsistent in my opinion. While development of small and large 'sockets' has been pretty slow, the end results have genuinely been favorable. On the flip side, the deve...
- by RydogV - at 2014.03.26 16:58:00
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7. CLOAKS SHOULD DECLOAK WHEN... - in Feedback/Requests [original thread]
The way I see it, if you are a cloaked Scout then you are on a stealth mission (whatever that may be). Your goal is to get from point A to point B undetected. That should require a requisite amount of skill that goes beyond the functionality of th...
- by RydogV - at 2014.03.26 13:48:00
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8. Announcement:Feedback Request: Equipment Stats! - in Feedback/Requests [original thread]
I assume this is where we should be posting about the new Cloak. Although post 1.8 I think it might be prudent to have a separate thread dedicated to Cloak discussion. First off the Cloak seems fairly well balanced from the perspective of someone...
- by RydogV - at 2014.03.26 13:35:00
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9. Sticky:The Respec Discussion Thread - in Feedback/Requests [original thread]
Meah...just give them the respec. There is nothing to lose at this point. Just make it the respec to end all (free) respecs. Granted the bulk of Heavy Weapons are not in the game but it is not a perfect universe. With all racial dropsuits coming t...
- by RydogV - at 2014.03.10 21:44:00
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10. [REQUEST] Give Tracked & Aerial Vehicles "Drive/Reverse on R2/L2" ... - in Feedback/Requests [original thread]
Here here...and just for good measure how about the ability to flip R1/L1 and R2/L2 for anything in the game. Trying to aim/shoot with R1/L1 on a DualShock 4 is killing me HAHA. Sorry to take it off topic. Anyway...what Stalken said!!!!!
- by RydogV - at 2013.12.09 04:23:00
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11. [REQUEST] Reworking Weapon Type Damage Percentages - in Feedback/Requests [original thread]
Arkena Wyrnspire wrote: RydogV wrote: Arkena Wyrnspire wrote: RydogV wrote: Finally it would be great to see Damage Modules altered. First their buff effect should be reduced at each level. And second their stacking penalty should ...
- by RydogV - at 2013.11.14 14:48:00
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12. [REQUEST] Reworking Weapon Type Damage Percentages - in Feedback/Requests [original thread]
Krom Ganesh wrote: Hmmm.... I could see it working for the Hybrids, but I'm not sure about laser and projectiles. The penalty seems incredibly steep. Be interesting if CCP had a single day where they operated with these damage types to see how ...
- by RydogV - at 2013.11.13 19:44:00
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13. [REQUEST] Reworking Weapon Type Damage Percentages - in Feedback/Requests [original thread]
Ulysses Knapse wrote: This idea is horrid. That is all. And your comment is profound. Thanks.
- by RydogV - at 2013.11.13 18:35:00
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14. [REQUEST] Reworking Weapon Type Damage Percentages - in Feedback/Requests [original thread]
Arkena Wyrnspire wrote: RydogV wrote: Finally it would be great to see Damage Modules altered. First their buff effect should be reduced at each level. And second their stacking penalty should be doubled. Militia/Basic +2%
Enhance...
- by RydogV - at 2013.11.13 18:33:00
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15. [REQUEST] Reworking Weapon Type Damage Percentages - in Feedback/Requests [original thread]
Back in July we got this Dev Blog: http://dust514.com/news/blog/2013/07/weapon-ranges-in-uprising-1.2-and-beyond/ In it, the effectiveness of certain weapon types against a players defensive capabilities (shields & armor) were outlined to s...
- by RydogV - at 2013.11.13 17:32:00
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16. Leave uplink be add new uplink jammer to equipment - in Feedback/Requests [original thread]
I would prefer to see some kind of permanent jammer signal be instituted around the Null Cannon objective. Meaning that the installation itself impedes the ability of drop uplinks to function (ie: be deployed) within say, a 100m radius. This woul...
- by RydogV - at 2013.11.03 14:34:00
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17. 6 vs 6 game mode? - in Feedback/Requests [original thread]
Or better yet...how about the return of 8v8 matches for Planetary Conquest? Smaller Districts (3 point maps) Reduced Rewards More Community Participation (ie: Competition) Probably Less Lag Of course they could augment this with similar modes in...
- by RydogV - at 2013.11.03 14:27:00
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18. Slot Madness - in Feedback/Requests [original thread]
Ulysses Knapse wrote: RydogV wrote: It is not about the number of slots...but how you use them ;) The way you say it makes it sound like it's possible to effectively use such a low number. Standard Commando dropsuits get 1 High Slot alone....
- by RydogV - at 2013.10.29 23:11:00
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19. Slot Madness - in Feedback/Requests [original thread]
It is not about the number of slots...but how you use them ;)
- by RydogV - at 2013.10.29 17:25:00
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20. Announcement:Factional Contract Changes Introduction - in Feedback/Requests [original thread]
Introduction of Faction Contracts require the addition of Team Deploy in all modes OR Public 'Team' Matches: https://forums.dust514.com/default.aspx?g=posts&t=118118&find=unread
- by RydogV - at 2013.10.29 16:43:00
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