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161. Request: ISK profit instead of ISK gained - in Feedback/Requests [original thread]
You may be interested in this: https://forums.dust514.com/default.aspx?g=posts&m=430775#post430775
- by SickJ - at 2012.12.18 01:50:00
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162. [Request] Stats for ISK spent in battle. - in Feedback/Requests [original thread]
Garrett Blacknova wrote: We're NOT playing in the finished game universe. We aren't relying on a player marketplace with fluctuating prices for everything. The game CAN'T accurately measure how much ISK you spent in a match, because gear WON'T...
- by SickJ - at 2012.12.16 22:58:00
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163. [Request] Stats for ISK spent in battle. - in Feedback/Requests [original thread]
Right there in the title. It would be nice to see how much ISK we've spent on dropsuits/vehicles in the after-game stats. I figure it would would help players who tend to spend more than they earn, and be pretty cool in general. Thoughts?
- by SickJ - at 2012.12.16 07:33:00
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164. Cutscenes before battles - in Feedback/Requests [original thread]
You like Killzone 3, don't you? That was my favorite part of KZ3 as well.
- by SickJ - at 2012.12.16 07:08:00
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165. Falling damage resistance for scout suits. - in Feedback/Requests [original thread]
Vermaak Kuvakei wrote: SickJ wrote: Vermaak Kuvakei wrote: Last time I checked being nimble doesn't help a 20 foot fall Neither does heavy armour, but Heavy suits take (relatively) less fall damage anyway. It's relatively because o...
- by SickJ - at 2012.12.15 19:40:00
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166. Falling damage resistance for scout suits. - in Feedback/Requests [original thread]
Vermaak Kuvakei wrote: Last time I checked being nimble doesn't help a 20 foot fall Neither does heavy armour, but Heavy suits take (relatively) less fall damage anyway.
- by SickJ - at 2012.12.15 04:34:00
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167. Falling damage resistance for scout suits. - in Feedback/Requests [original thread]
It would make more sense for Heavies to take more fall damage, for obvious reasons. Anyway aren't Scout suits supposed to be the 'ninjas' of this game? They could at least put in an Inertial Dampener module that reduces fall damage. Kinda like ...
- by SickJ - at 2012.12.14 22:54:00
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168. [Suggestion] Sky SpawningGäó (name courtesy of R'ahz Lupo) - in Feedback/Requests [original thread]
Garrett Blacknova wrote: ... we're supposedly going to be getting an auto-destruct module that explodes when you die. So that's coming. Snipers are gonna love that!
- by SickJ - at 2012.12.14 22:05:00
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169. [Request] I Eat Kitten. - in Feedback/Requests [original thread]
They have to keep a T rating somehow.
- by SickJ - at 2012.12.14 21:32:00
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170. Put a stop to redline sniping - in Feedback/Requests [original thread]
Fivetimes Infinity wrote: Terram Nenokal wrote: I've always liked the idea that killing in the red zone nets you no warpoints or even a kill count. Same with killing someone behind the red line. It could be justified that your contract only...
- by SickJ - at 2012.12.13 20:28:00
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171. Please give dropships an "eject passengers" button - in Feedback/Requests [original thread]
Skihids wrote: It's kind of funny to listen to rants of "Dropships aren't gunships, they are for transport!" , followed by arguments against any tweak that would make them useful for transport. Yeah, I always thought they were supposed to ...
- by SickJ - at 2012.12.10 23:32:00
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172. Request for AI - in Feedback/Requests [original thread]
You could hire a bunch of 'mortal' NPCs, sorta like Carriers in EVE that have NPC controlled fighters.
- by SickJ - at 2012.12.10 02:52:00
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173. While we're on the topic of new game modes... - in Feedback/Requests [original thread]
Scheneighnay McBob wrote: Or the salvaging could end up alot like Hoth in SW:TOR. A ton of crashed eve ships lying around from battles over the planets, and a bunch of corps are fighting to be the ones to salvage everything useful from them. ...
- by SickJ - at 2012.12.10 01:28:00
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174. a skill that increases our bleed out time? - in Feedback/Requests [original thread]
As the skill gets leveled up they could add on other things, like at level 3 you can look around, level 4 you can crawl...
- by SickJ - at 2012.12.09 10:13:00
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175. Splitscreen feature - in Feedback/Requests [original thread]
+1, if CCP can make it make sense. Maybe like a sidekick-mode where player 2 flies an attack drone or something.
- by SickJ - at 2012.12.09 07:11:00
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176. Faster gameplay preaty please - in Feedback/Requests [original thread]
Nick Phantom wrote: One thing that just occurred to me is the inertia dampeners could be also used only in reverse. Instead of them stopping momentum they launch the soldier up and forward faster than sprinting could get them there although ...
- by SickJ - at 2012.12.09 04:51:00
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177. While we're on the topic of new game modes... - in Feedback/Requests [original thread]
J'Jor Da'Wg wrote: Whats the basis for this scenario? For 'last man standing', it's pretty obvious: clones aren't available due to supply line problems.
- by SickJ - at 2012.12.09 00:53:00
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178. Need the ability to go prone... - in Feedback/Requests [original thread]
Prone would be okay, I think, but only for Scout suits. A Heavy going prone would be a bit much....
- by SickJ - at 2012.12.09 00:49:00
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179. Scout Dropship - in Feedback/Requests [original thread]
So... what I'm picturing in my head is a fast, cheap, semi-fragile dropship. The 'cheap' part would be popular, since regular dropships are bloody expensive.
- by SickJ - at 2012.12.07 07:01:00
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180. {IDEA} Piloting fighters aboard carriers. - in Feedback/Requests [original thread]
Bhor Derri wrote: Ok so I had a pretty neat idea so I decided to revive this thread: What if you could use a boarding craft ,I'm talking about the ships that drill through another ship,that would allow dust mercenaries to capture , kill , force...
- by SickJ - at 2012.12.06 05:36:00
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