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101. [REQUEST] Uplink Limit? - in Feedback/Requests [original thread]
HAICD wrote: I agree the most any one player should be able to place is 3 it should not matter if they place different types of uplinks just 3 active uplinks per player. But I would like to see a stealth uplink only found by using a scanner mak...
- by SirManBoy - at 2013.08.26 19:18:00
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102. [REQUEST] Uplink Limit? - in Feedback/Requests [original thread]
Hell no, OP. Uplink and nanohive spamming is one of the arts of war in Dust. It is highly strategic and totally meant to keep the pressure on an objective. You play your way and I'll play mine, bud.
- by SirManBoy - at 2013.08.26 19:16:00
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103. [Request] Give uplinks a signal radius to discourage uplink spam. - in Feedback/Requests [original thread]
IgniteableAura wrote: I feel the best solution to the uplink spam is to make it so only 1 uplink can be active per person, instead of the 8/merc as it is now. You can stack 4 different proto uplinks and all of them will be active. Even if only ...
- by SirManBoy - at 2013.08.22 00:32:00
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104. [Request] Give uplinks a signal radius to discourage uplink spam. - in Feedback/Requests [original thread]
Sgt Kirk wrote: ALPHA DECRIPTER wrote: Sgt Kirk wrote: Yeah all of my thoughts are in the mindset that uplinks are for the whole team. Which I feel strongly that they will change that back to what it used to be. I honestly hope they ...
- by SirManBoy - at 2013.08.21 09:45:00
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105. [Request] Give uplinks a signal radius to discourage uplink spam. - in Feedback/Requests [original thread]
Uplinks establish a point of entry and assault in battle, not unlike a beachhead. The more uplinks deployed, the stronger and more resilient the beachhead. If you don't like that your enemy has its talons in your territory then destroy the uplinks...
- by SirManBoy - at 2013.08.20 18:07:00
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106. [Request] Give uplinks a signal radius to discourage uplink spam. - in Feedback/Requests [original thread]
Suggestions like this make me realize that this community just doesn't get it. Uplink and nanohive spam is a legit strategy, especially when employed by players with L5 skills. Stop trying to water this game down and nerf EVERYTHING. The only sma...
- by SirManBoy - at 2013.08.20 09:55:00
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107. [Feedback]Mass Driver, informational post for community. - in Feedback/Requests [original thread]
Heinrich Jagerblitzen wrote: SirManBoy wrote: The MD-using community is looking to guys like you to be our advocate, our voice. Please convince the devs, especially CCP Logibro (the dev who, ironically, seems to screw over logis the most), ...
- by SirManBoy - at 2013.08.16 18:06:00
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108. [Feedback]Mass Driver, informational post for community. - in Feedback/Requests [original thread]
Heinrich Jagerblitzen wrote: You have no idea how much of a relief it is to see a post about Mass Drivers by someone who understands their design. It's amazing how quickly the "DURR DURR DURR MASS DRIVERS USE NO SKILL LEARN 2 PLAY NOOB" meme...
- by SirManBoy - at 2013.08.16 15:07:00
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109. [request] Mass Driver Minimum Arming Distance - in Feedback/Requests [original thread]
Yes, this proposal is counterintuitive to actual support play. I have to be close to my squad to repair them, supply them, and revive them. How exactly would I accomplish this when my weapon of choice only becomes lethal from 10m-15m away? The M...
- by SirManBoy - at 2013.08.16 10:09:00
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110. [Feedback]Mass Driver, informational post for community. - in Feedback/Requests [original thread]
Bravo, OP!
- by SirManBoy - at 2013.08.16 10:00:00
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111. [request] Mass Driver Minimum Arming Distance - in Feedback/Requests [original thread]
CCP Logibro wrote: If the safety was implemented, what do you think of the idea that a direct hit would still do damage but not explode if within the minimum arming distance? For once, is it possible for you to ignore someone's call for a ne...
- by SirManBoy - at 2013.08.11 16:13:00
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112. 5/8 - in Feedback/Requests [original thread]
ladwar wrote: works as intended. Show me the retraction CCP made following the dev blog. Here's my source, bub. http://dust514.com/news/blog/2013/07/logistics-dropsuit-changes-in-uprising-1.3/ Where's yours?
- by SirManBoy - at 2013.08.03 22:15:00
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113. 5/8 - in Feedback/Requests [original thread]
Caldari logi shield recharge delay rates. How do they work? Hint: They don't. Check the suit stats, CCP. You messed up.
- by SirManBoy - at 2013.08.03 21:59:00
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114. ATTN: CCP Logibro...RE: Shield Recharge Delay Rates - in Feedback/Requests [original thread]
CCP Logibro, Please take a moment to investigate the discrepency between the shield recharge delay rates reported in the 1.3 dev blog and the suit stats currently listed for the Caldari logi suit. It was reported that the shield recharge delays w...
- by SirManBoy - at 2013.08.02 11:12:00
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115. Was the 1.3 dev blog wrong about shield recharge rates? - in Feedback/Requests [original thread]
Ugh...would it kill a dev to address this error?
- by SirManBoy - at 2013.08.01 21:09:00
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116. Was the 1.3 dev blog wrong about shield recharge rates? - in Feedback/Requests [original thread]
BUMP for Dev attention.
- by SirManBoy - at 2013.08.01 02:04:00
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117. Was the 1.3 dev blog wrong about shield recharge rates? - in Feedback/Requests [original thread]
This shield recharge issue does need sorting out. All the other nerfs are one thing, but I definitely want the devs to live up to what they report in their blog entries.
- by SirManBoy - at 2013.07.31 20:10:00
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118. Was the 1.3 dev blog wrong about shield recharge rates? - in Feedback/Requests [original thread]
So, Devs, what's the deal?
- by SirManBoy - at 2013.07.31 19:23:00
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119. Was the 1.3 dev blog wrong about shield recharge rates? - in Feedback/Requests [original thread]
Since patch 1.3 was released, my Caldari logi suit now has shield recharge delay rates of 6 seconds for a non-depleted shield and 8 seconds for a depleted shield, respectively. However, the dev blog reported that the non-depleted shield recharge d...
- by SirManBoy - at 2013.07.31 16:43:00
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120. An idea for curbing murder taxiing: LAV damage via merc impact. - in Feedback/Requests [original thread]
I'd like to see the LAVs take damage equivalent to the HP of the merc they run over. If you hit a heavy with with 400 shields and 1000 armor, you get the kill, but your LAV takes damage equivalent to the victim's HP profile, 400 HP in shielding an...
- by SirManBoy - at 2013.07.27 16:27:00
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