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141. Small Blasters and LAVs, close but no cigar. - in Feedback/Requests [original thread]
[Reserved]
- by Sgt Kirk - at 2015.05.07 20:35:00
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142. Small Blasters and LAVs, close but no cigar. - in Feedback/Requests [original thread]
Alright, Small Blasters, while better are still just not cutting it as a mostly dedicated Small Turret. As some of you might know the small blasters now have a accuracy gain while firing similar to the HMG. The issue with the turret as is, is th...
- by Sgt Kirk - at 2015.05.07 20:35:00
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143. Tiered LP SKINS - in Feedback/Requests [original thread]
PLAYSTTION wrote: LP ones out yet??? Sadly not. Maybe tomorrow though!
- by Sgt Kirk - at 2015.05.04 21:54:00
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144. I'm DC'ing after almost every other match. - in Feedback/Requests [original thread]
Whatever you guys did in that last update is making my system freeze like crazy. I tried uninstalling it and reinstalling it but things are getting worse now. First my armor bonus, then my gametime.... >:[
- by Sgt Kirk - at 2015.05.03 03:48:00
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145. Active Scanner Falloff - in Feedback/Requests [original thread]
Terry Webber wrote: Why does it matter that they were removed? If the code for the squad scanners had been saved, all CCP has to do is write the code back into the game. If it isn't, it shouldn't take them too long to figure it out. They star...
- by Sgt Kirk - at 2015.05.02 04:48:00
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146. Active Scanner Falloff - in Feedback/Requests [original thread]
Terry Webber wrote: Sgt Kirk wrote: Terry Webber wrote: Sgt Kirk wrote: Terry Webber wrote: As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are...
- by Sgt Kirk - at 2015.05.02 04:35:00
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147. Active Scanner Falloff - in Feedback/Requests [original thread]
Terry Webber wrote: Sgt Kirk wrote: Terry Webber wrote: As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. N...
- by Sgt Kirk - at 2015.05.02 03:46:00
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148. Active Scanner Falloff - in Feedback/Requests [original thread]
Terry Webber wrote: As part-time scanner logi, I agree. Seems a little too easy to pick up enemies. Maybe CCP could even bring back squad-only scanners that are more powerful than the team scanners. Nah
- by Sgt Kirk - at 2015.05.02 03:34:00
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149. Active Scanner Falloff - in Feedback/Requests [original thread]
Active Scanners need a bit of a realism check. Also, I've been trying to get them to increase and encourage variety in the Active scanners since the second time they came out (The first time Active Scanners didn't even work so they took them out...
- by Sgt Kirk - at 2015.05.01 20:25:00
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150. Incubus Nose Blaster - in Feedback/Requests [original thread]
I'd like to know why they partially repaired them for like a month then broke it again by doing the same thing that broke it in the first place. Usually CCP's circular logic takes place over the course of a minimum of 6 months. That cycle ended...
- by Sgt Kirk - at 2015.05.01 18:23:00
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151. Skill Bonus for armor plates not applying correctly. - in Feedback/Requests [original thread]
Armor Skill bonus is not being applied properly to plates. My Assault suit skill has 344 by itself. one basic reactives puts it to 369 when it should be 375 Basic vanilla plates partially add in the bonus. One basic gives a total of 429 armo...
- by Sgt Kirk - at 2015.04.29 12:50:00
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152. Announcement:Warlords 1.1 Feedback - in Feedback/Requests [original thread]
Armor Skill bonus is not being applied properly to plates. My Assault suit skill has 344 by itself. one basic reactives puts it to 369 when it should be 375 Basic vanilla plates partially add in the bonus. One basic gives a total of 429 armo...
- by Sgt Kirk - at 2015.04.29 12:49:00
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153. Skill Bonus for armor plates not applying correctly. - in Feedback/Requests [original thread]
Kallas Hallytyr wrote: Numbers? I'm making a video and editing another. I'm a bit thin on time but one quick one is this: My Gallente Assault is now at 569 armor health. I have three ferroscale plates which normally brings it up to 591 a...
- by Sgt Kirk - at 2015.04.28 14:44:00
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154. Skill Bonus for armor plates not applying correctly. - in Feedback/Requests [original thread]
It seems that the skill bonus for Ferroscale plates is not applying at all. and unless my math is off regular plates aren't getting full bonuses. Not sure about reactives but I wouldn't be surprised. This may affect other skills as well lik...
- by Sgt Kirk - at 2015.04.28 12:40:00
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155. Add weapon skins - in Feedback/Requests [original thread]
True Adamance wrote: Godin Thekiller wrote: I'll be damned if I don't get my HAV tatted up before you get your rifle >.> NO TATS FOR YOU! Duvolle ADS. Ohhh Yesss! And it will still be ****!
- by Sgt Kirk - at 2015.04.28 03:47:00
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156. Retroactive Vehicle Hardener question - in Feedback/Requests [original thread]
Kallas Hallytyr wrote: True Adamance wrote: Weird how people forget this has been suggested before........ Not forgotten, just supporting the renewal of the suggestion. Yeah True. We all know the idea is old. Most of my post is liter...
- by Sgt Kirk - at 2015.04.28 00:24:00
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157. Retroactive Vehicle Hardener question - in Feedback/Requests [original thread]
Godin Thekiller wrote: Seeing as switching damage types for AV can be done on the fly, very quickly, I'd rather not. Yeah we've hit that point. Things pretty much digressed to passive resistance modules
- by Sgt Kirk - at 2015.04.27 21:16:00
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158. Retroactive Vehicle Hardener question - in Feedback/Requests [original thread]
MINA Longstrike wrote: I dislike the idea of specific resists. I don't mind low value Omni resists though. You have to deal with that in EVE but at the same time EVE pilots don't get the luxury of coming in the battle again within seconds aft...
- by Sgt Kirk - at 2015.04.27 15:55:00
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159. Retroactive Vehicle Hardener question - in Feedback/Requests [original thread]
Stefan Stahl wrote: Sgt Kirk wrote: What would you guys think of that? I believe that the strong hardeners that makes something damn near invulnerable should be in the game, just not in the form of an omni module. I fully agree with this as...
- by Sgt Kirk - at 2015.04.27 15:51:00
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160. Retroactive Vehicle Hardener question - in Feedback/Requests [original thread]
Harpyja wrote: I feel like good numbers to start with would be 50% for specific active resists and 30% for omni active resists (going off of EVE). Though one big concern I have with this idea is that we only have a limited number of module slo...
- by Sgt Kirk - at 2015.04.27 15:40:00
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