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501. [Request] Equipment. - in Feedback/Requests [original thread]
TRULY ELITE wrote: Do you not read the equipment bandwidth changes being proposed? Yea but it allows for non-risk equipment placed.
- by Sir Dukey - at 2014.11.22 03:12:00
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502. [Request] Minmatar Heavy and Assaults in general. - in Feedback/Requests [original thread]
Jacques Cayton II wrote: Sir Dukey wrote: Can we please increase jump heights. My Minmatar heavy is running 7.7 m/s but It is still unable to jump over a two inch step. Also I put an enhanced armor plate on my Minmatar assault which also has...
- by Sir Dukey - at 2014.11.22 02:36:00
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503. [Request] Equipment. - in Feedback/Requests [original thread]
I find it it quite annoying how one player can place down 50 equipment*32 possible players, switch suit and be risk free from losing it. I suggest that if you switch out of the suit you had the equipment on this will make equipment disappear. Now ...
- by Sir Dukey - at 2014.11.22 02:26:00
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504. [Request] Minmatar Heavy and Assaults in general. - in Feedback/Requests [original thread]
Can we please increase jump heights. My Minmatar heavy is running 7.7 m/s but It is still unable to jump over a two inch step. Also I put an enhanced armor plate on my Minmatar assault which also has a kin cat but for some reason I cannot jump ove...
- by Sir Dukey - at 2014.11.22 02:12:00
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505. Sticky:Hotfix Charlie - Swarm Launchers - in Feedback/Requests [original thread]
CCP Rattati wrote: Tesfa Alem wrote: CCP Rattati wrote: Judge Rhadamanthus wrote: If you want to see dropships run away more, making all tiers fire the same number of missiles is a great way to do it. It also adds a very large imbalanc...
- by Sir Dukey - at 2014.07.29 01:56:00
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506. CCP Buff Python in Charlie!! - in Feedback/Requests [original thread]
Derrith Erador wrote: Atiim wrote: Or perhaps you should learn not to fly too close to buildings, and how to land properly. Have you ever landed a python? Those things are like G-spots when you land them, you could land with the speed of a...
- by Sir Dukey - at 2014.07.26 18:32:00
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507. CCP Buff Python in Charlie!! - in Feedback/Requests [original thread]
Atiim wrote: Or perhaps you should learn not to fly too close to buildings, and how to land properly. perhaps we could balance armor and shield by making their collision the same.
- by Sir Dukey - at 2014.07.26 18:30:00
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508. CCP Buff Python in Charlie!! - in Feedback/Requests [original thread]
600 extra HP is nice but still, 600hp is nothing when you land. You have to land very carefully to pick up team mates because even a little harsh landing can put you at a point where you only have 25% shields left, and a buff on a building can tak...
- by Sir Dukey - at 2014.07.26 02:04:00
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509. Sticky:Hotfix Charlie - Swarm Launchers - in Feedback/Requests [original thread]
boba's fetta wrote: JRleo jr wrote: Cat Merc wrote: I'm not speaking from my own experience but rather an Assault dropship pilot I know, and according to him Pythons are already better than Incubi. The extra HP they gain isn't worth the ...
- by Sir Dukey - at 2014.07.26 02:00:00
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510. Sticky:Hotfix Charlie - Sentinel and Assault PG/CPU changes - in Feedback/Requests [original thread]
I-Shayz-I wrote: Killer's Coys wrote: => do you know how many mods assaults must sacrifice to have a good fit ? Do you know that I have 47 Million sp and I have a proto suit unlocked for all five roles in the game? I'm not a noob, ...
- by Sir Dukey - at 2014.07.21 15:41:00
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511. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: Sir Dukey wrote: because they are balanced. Having a 25% increase per tier while not being able to kill anything is in no way balanced. Is that really the best you've got? But it does kill and I do it all the time with my...
- by Sir Dukey - at 2014.07.21 15:09:00
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512. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: Sir Dukey wrote: Since when did new players every have a chance? There is no reason to skull into something If it's already effective at std/adv levels unless your overkill. Thus is what Happen with std cloaks before the nerfa....
- by Sir Dukey - at 2014.07.21 05:01:00
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513. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: Sir Dukey wrote: to dodge bullets you strafe... to dodge swarms in the sky is like impossible unless you hide behind a building the whole match and you cant even fight back since you cannot hit anything beyond 50m without luck....
- by Sir Dukey - at 2014.07.21 03:51:00
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514. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: Sir Dukey wrote: you are null so stfu. There is no counter to swarms therefor no buffs needed. Why is it that you only support stuff you skilled into??? Am I null? My ideas may not always be the best, but at least I present...
- by Sir Dukey - at 2014.07.21 02:01:00
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515. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: Sir Dukey wrote: Yes. 10% damage progessio. Std swarms at 800. Swarms are balanced for a fire amd forget skill-less weapon. no further buffs needed.. Swarms already make a sacrifice for it's guidance capabilities, so this is ...
- by Sir Dukey - at 2014.07.18 00:27:00
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516. [Request] Swarm Launcher Damage Progression - in Feedback/Requests [original thread]
Atiim wrote: The Problem Swarm Launchers have a damage increase of 25% per tier. Not only is this ridiculously higher than any other item in the game, but it makes lower tiered Swarm Launchers effectively useless as well (880 HP per volley i...
- by Sir Dukey - at 2014.07.17 04:16:00
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517. Lets Talk Dust= Delta. - in Feedback/Requests [original thread]
CCP Rattati wrote: SMG is far to easy to equip as the goto weapon that does everything well. It's the goto weapon because it is the perfect side arm. I wouldnt suggest increacing fitting costs becuase it already costs more to fit than the pr...
- by Sir Dukey - at 2014.07.17 04:14:00
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518. silly ccp - in Feedback/Requests [original thread]
Giving one op bonus to another Scout suit doesn't solve anything. Cal scout precision bonus was good bonus. It made it so that cal scouts had to give up serious tank to have good precision and most cal scouts I ran into had max 2 precisions. This ...
- by Sir Dukey - at 2014.07.17 04:10:00
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519. Precision to Amarr scout is bad Idea. - in Feedback/Requests [original thread]
Bormir1r wrote: Adipem Nothi wrote: Vulpes Dolosus wrote: The Amarr sacrifices almost nothing to be a good scanner ... According to the proposed slot layouts, he'll have to run a prototype suit to scan dampened Scouts ... that counts...
- by Sir Dukey - at 2014.07.17 03:58:00
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520. Precision to Amarr scout is bad Idea. - in Feedback/Requests [original thread]
1.) Amarr scout gives up nothing to fit 2 precision mods (it's tank is in it's lows). 2.) Putting two complex precision mods on a caldari scout made it weak (tank wise) with max of 310 shields. 3.) Caldari scout is better suited for scanning b...
- by Sir Dukey - at 2014.07.16 16:50:00
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