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221. [Detailed Proposal] Revised Planetary Conquest System - in Feedback/Requests [original thread]
KAGEHOSHI Horned Wolf wrote: Interesting idea, I really like the amount of thought that goes into it, but I have questions/ concerns. Some are hard to articulate. Are all these battles located on one district? If so, it would mean all that stu...
- by Severus Smith - at 2013.06.27 23:59:00
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222. just a general discussion on planetary conquest - in General Discussions [original thread]
I've reposted it in General Discussion. And I have no problem with people reposting it to keep it popular, just throw a link to mine if you can. Thanks for all the amazing feedback!
- by Severus Smith - at 2013.06.27 17:03:00
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223. [Detailed Proposal] Revised Planetary Conquest System - in Feedback/Requests [original thread]
I've reposted it in General Discussion. And I have no problem with people reposting it to keep it popular, just throw a link to mine if you can. Thanks for all the amazing feedback. I'm at work typing this on a phone right now, so when I get hom...
- by Severus Smith - at 2013.06.27 17:02:00
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224. [Detailed Proposal] Revised Planetary Conquest System - in General Discussions [original thread]
District Configuration As mentioned above a District can be configured. Each District has 6 slots and 600 power (similar to Rig slots in EVE) in which to place modules. Each module uses power. - Shield Relay (100 power): Must be destroyed by ...
- by Severus Smith - at 2013.06.27 16:58:00
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225. [Detailed Proposal] Revised Planetary Conquest System - in General Discussions [original thread]
Reposted from Feedback / Requests (As Requested) Full Proposal PDF: DUST - Planetary Conquest.pdf Current Planetary Conquest System - Very repetitive - Too much waiting for a single match - Requires A-Squads only - No different than insta...
- by Severus Smith - at 2013.06.27 16:57:00
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226. [Detailed Proposal] Revised Planetary Conquest System - in Feedback/Requests [original thread]
Mobius Wyvern wrote: Wow... You obviously put a LOT of thought into this. I actually love this, as it plays toward some of the same ideas I've stated in my own threads on the topic. I like the idea of the War Barge purchase being part of the ...
- by Severus Smith - at 2013.06.27 05:14:00
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227. [Detailed Proposal] Revised Planetary Conquest System - in Feedback/Requests [original thread]
District Configuration As mentioned above a District can be configured. Each District has 6 slots and 600 power (similar to Rig slots in EVE) in which to place modules. Each module uses power. - Shield Relay (100 power): Must be destroyed by ...
- by Severus Smith - at 2013.06.27 05:01:00
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228. [Detailed Proposal] Revised Planetary Conquest System - in Feedback/Requests [original thread]
Full Proposal PDF: DUST - Planetary Conquest.pdf Current Planetary Conquest System - Very repetitive - Too much waiting for a single match - Requires A-Squads only - No different than instant battles - Cost prohibitive for attacking / defen...
- by Severus Smith - at 2013.06.27 05:00:00
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229. The heavy suit should get its shield and and armor hardened by 10% against damage? - in Feedback/Requests [original thread]
Alaika Arbosa wrote: xSir Campsalotx wrote: Alaika Arbosa wrote: You're missing something though, we don't have LMGs in Dust, we have HMGs in Dust. https://en.wikipedia.org/wiki/Heavy_machine_gun Let's see someone move with a squad wi...
- by Severus Smith - at 2013.05.29 15:07:00
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230. The heavy suit should get its shield and and armor hardened by 10% against damage? - in Feedback/Requests [original thread]
Ecshon Autorez wrote: Severus Smith wrote: Problem is, 40% is kinda crap. On 400 armor that increases it to ~660 EHP , an increase of 260 EHP. That's barely 2x Complex Armor Plates. If it takes 4x Armor Hardeners to get 40% it isn't worth...
- by Severus Smith - at 2013.05.29 05:24:00
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231. The heavy suit should get its shield and and armor hardened by 10% against damage? - in Feedback/Requests [original thread]
Ecshon Autorez wrote: They'll probably implement a max percentage (say 40% TOTAL ) to prevent that. Keep in mind, these will most likely suffer from stacking penalties as well. Problem is, 40% is kinda crap. On 400 armor that increases it to ...
- by Severus Smith - at 2013.05.28 19:42:00
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232. The heavy suit should get its shield and and armor hardened by 10% against damage? - in Feedback/Requests [original thread]
Have the Damage Resistance be to low caliber weapons and explosives only. So sniper rifles and shotguns still do normal damage to a Heavy. That solidifies the hard counter these weapons have for the Heavy. So 5% per level for max of 25% as the Se...
- by Severus Smith - at 2013.05.28 16:13:00
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233. [Suggestion] Balancing Logis vs Assaults - in Feedback/Requests [original thread]
Remove Light Weapons from Logisitcs suits and give them only Sidearms. This solidifies their role as support and ensures that their 5x High or 5x Low slots are not used to make "Assault Logi" builds. The Amarr Logi would keep its Light Weapon an...
- by Severus Smith - at 2013.05.26 02:44:00
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234. Announcing the Templar Manhunt event - in Announcement and Events [original thread]
I wish to hunt, or become the hunted.
- by Severus Smith - at 2013.05.24 16:21:00
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235. CCP-Why you reduced the SP-Reward from the Battles - in Feedback/Requests [original thread]
I'm inclined towards the OP. I used to get 8-10K SP from a Skirmish, now I get 6-8K SP. Even when I get 1000+ WP in the match. It's not much, but it seems lower. Especially in Ambush. I could reliably get 5K a match, now I get 4K. So it's not muc...
- by Severus Smith - at 2013.05.22 21:32:00
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236. [Idea] Balancing shields vs armor tanking - in Feedback/Requests [original thread]
Exmaple Core wrote: i disagree and say that armor tanking is far superior to sheild tanking. Sheild hardner: 30% resist for 10 seconds with a 30 second cool down Armor hardner: 25% resist for one minute with a 15 second cool down Armor resist ...
- by Severus Smith - at 2013.04.30 06:10:00
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237. [Idea] Balancing shields vs armor tanking - in Feedback/Requests [original thread]
Buster Friently wrote: Just for the record, it isn't 40% slower. It's 34.39% slower. Also, while it's true in Eve that you are easier to hit with a higher sig radius, you are also easier to scan down and "see". I think this may be coming to Du...
- by Severus Smith - at 2013.04.30 01:20:00
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238. New Dust players should earn 3x points to catch up - in Feedback/Requests [original thread]
Buster Friently wrote: Here's the problem with this whole idea. More SP isn't going to help retain new players. More SP won't even help new players be better players. This is why I say that the solution is a better matchmaking system. New pla...
- by Severus Smith - at 2013.04.30 01:09:00
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239. [Idea] Balancing shields vs armor tanking - in Feedback/Requests [original thread]
Everyone knows shield tanking > armor tanking right now. In EVE the penalty for shield extenders is an increase in Signature Radius, basically translating into "you're easier to hit with stuff", so why not do something similar for DUST? - The ...
- by Severus Smith - at 2013.04.29 22:46:00
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240. Weapon Balancing. - in Feedback/Requests [original thread]
Romilous Kashenti wrote: I used them a little bit. But still. More damage to shield over Armor, or armor over shields will be better than just nerfing it completely. Laser Rifles do this already. +30% damage to shield. -10% to armor. Though, I...
- by Severus Smith - at 2013.04.29 22:31:00
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