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61. Tanks/Turrets/Anti-Vehicles General thread of experiences - in Feedback/Requests [original thread]
Thanks ya I am trying to give the best view on this I am updating my info on swarm/drop ship interaction. I believe swarms still need to be very effect against drop ships but I want drop ships to be able to do there job currently they can but it...
- by Sin3 DeusNomine - at 2012.07.20 21:29:00
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62. [suggestion] Vehicle seats Force Switch - in Feedback/Requests [original thread]
Chihiro Itto wrote: That's a decent idea - there certainly needs to be some kind of measure to prevent your expensive ride being pinched. I was thinking along the lines of a 10-15 second delay from you getting out of the craft during which the ...
- by Sin3 DeusNomine - at 2012.07.20 16:31:00
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63. Tanks/Turrets/Anti-Vehicles General thread of experiences - in Feedback/Requests [original thread]
I should change that up a little. It takes one proto swarm guy to really make a drop ships pilot turn from a major influence on the field to running from swarms all day long. I do not believe a major change needs to take place. As many are sayin...
- by Sin3 DeusNomine - at 2012.07.20 16:27:00
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64. Tanks/Turrets/Anti-Vehicles General thread of experiences - in Feedback/Requests [original thread]
I have Drop ship piloted myself that was my first start up in this build was getting a eryx. Anyone who flew with me would say i was one of the best rides they ever had. I have not drank the coolade but experienced it first hand. I would fly all ...
- by Sin3 DeusNomine - at 2012.07.20 15:26:00
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65. Tanks/Turrets/Anti-Vehicles General thread of experiences - in Feedback/Requests [original thread]
First off I am going to go anti-vehicles and experience. Forge gunner: I have a type 2 heavy suit with the aur version of the proto forge gun. My experience is it works very well as a anti tank weapon. I have soloed 3 sagaris and 1 surya. These ...
- by Sin3 DeusNomine - at 2012.07.20 14:45:00
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66. Tanks/Turrets/Anti-Vehicles General thread of experiences - in Feedback/Requests [original thread]
Turrets: I will go through all 3 individually. And each class large and small on there own. But first Turrets in General. They all have one major problem they do not shoot where your aiming if the vehicle is moving. This really effects small blas...
- by Sin3 DeusNomine - at 2012.07.20 14:45:00
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67. [Feedback] Economics, The Hidden Balancer - in Feedback/Requests [original thread]
You have to think also prices are going up on all that stuff. it will cost 1.5m to field a sagaris. Now you loose one that is 5-8 matches worth of isk. that means the guy goes 8 matches without what he trained for before he can afford another pimp...
- by Sin3 DeusNomine - at 2012.07.20 13:51:00
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68. HOW MANY DROP UPLINKS CAN WE DROP AT ONE TIME - in Feedback/Requests [original thread]
Miles Bane wrote: lol i can drop 6 uplinks at one time and more if i make the classes. how many is to many You may be able to drop 6 up links but on standard/militant only the last one you drop will actually work. On advanced and prototype I...
- by Sin3 DeusNomine - at 2012.07.17 14:24:00
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69. Tanks are not Over Powered - in Feedback/Requests [original thread]
Thanks Ryan ya the info I put above was kind of miss calculated long day of work. So currently 15k is probably close to the Best a tank driver can pull off. And I have a feeling 18k EHP might be possible once they fix the skills not transferring o...
- by Sin3 DeusNomine - at 2012.07.17 03:35:00
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70. Tanks are not Over Powered - in Feedback/Requests [original thread]
Mitchman 514 wrote: He's talking about _effective_ HP. 7.5k HP at 50% resistance is 15k effective HP. Thanks Mitchman late night and I was looking at damage resist wrong. So corrected myself. But still with that said. I see tons of sagaris g...
- by Sin3 DeusNomine - at 2012.07.17 03:16:00
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71. Tanks are not Over Powered - in Feedback/Requests [original thread]
I ran out of room. And for anyone who does not believe there will be a separation in players by there skill points lvl here is a thread that shows a dev confirming they are fixing match making so new players will not get stuck against a higher poi...
- by Sin3 DeusNomine - at 2012.07.17 02:56:00
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72. Tanks are not Over Powered - in Feedback/Requests [original thread]
Jack McReady wrote: none of the points are holding against the facts. 1. price => if you are funded by an eve alliance and fighting for territory then 2mil is nothing. it will be a tank vs tank game 2. in the current build the tanks speed, o...
- by Sin3 DeusNomine - at 2012.07.17 02:44:00
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73. Tanks are not Over Powered - in Feedback/Requests [original thread]
Well after seeing the many nerf threads about tanks I decided that there was need to post up a thread for keeping tanks exactly how they are. My reasons why. 1. Well you would hurt the AV skilled player community. Any players that has thrown 6m...
- by Sin3 DeusNomine - at 2012.07.16 05:41:00
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74. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
Estimate cost. Well Considering it is confirmed that tanks are going to now cost 1.2m a piece plus the cost of all your mods it will be 1.5m a tank when released. And for current price tag I am hitting 300k+ so ya they are not cheap even right ...
- by Sin3 DeusNomine - at 2012.07.13 01:47:00
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75. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
First of all I disagree with this. Now you may ask me why. This will effect tank gameplay in a very very bad way. They will not be able to be a front line machine. Why is this well. Currently to keep your tank alive you have to kill swarm lau...
- by Sin3 DeusNomine - at 2012.07.12 23:11:00
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76. Dropships are overpowered - in Feedback/Requests [original thread]
Really people they are not to powerful. I will say militant and maybe standard missile launchers are little powerful but Proto are not. The only reason why people can easily hit with them is if there tower camping and really that just makes out fo...
- by Sin3 DeusNomine - at 2012.07.09 17:46:00
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77. My Thinking on drop ships and the lack in there role as a mobile spawn unit. - in Feedback/Requests [original thread]
As for people crushing I do not think you will ever see much of this in expensive drop ships. I fly one myself. And I do not dare go down and crush someone you get to close to the ground and you become tank fodder and forge guns will rain death ap...
- by Sin3 DeusNomine - at 2012.07.08 14:05:00
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78. My Thinking on drop ships and the lack in there role as a mobile spawn unit. - in Feedback/Requests [original thread]
This is not about all that whining to deal with drop ships smashing people. Really any invested dropship pilot does not do that. But this is about being a Spawn unit. Right now in my Eryx I am find that I can not play that vital role because I sp...
- by Sin3 DeusNomine - at 2012.07.08 06:22:00
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79. Command Suits - in Feedback/Requests [original thread]
I keep looking at them wondering what cool abilities will it give to buff your squad or team. I really can not wait for them lol. I am a drop ship pilot and would love to be able to boost my squad from the skies. Maybe next build?
- by Sin3 DeusNomine - at 2012.07.07 14:40:00
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80. [Feedback] Large missile turrets - in Feedback/Requests [original thread]
I feel there is a little work that needs to be done on these. 1. The kick is horrible. I find myself facing this way and that after shooting them. Really Large missile turrets should have no kick because missiles are a self propelled object that ...
- by Sin3 DeusNomine - at 2012.07.06 17:15:00
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