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701. Could the HMG buff be just what the dropship needs? - in General Discussions [original thread]
Cyrius Li-Moody wrote: Incubus seems to be the only dropships I can effectively live long enough in for quick drop ins and exits on objectives for harassment / support because you can cycle hardeners and after burn in and out. A rail gun in the...
- by Skihids - at 2013.12.18 20:08:00
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702. Could the HMG buff be just what the dropship needs? - in General Discussions [original thread]
I think this would work on several of the domination maps. The one with the objective in the silo simply cries out for this tactic. Harden up and hover over the objective to drop 5-6 HMGs to decimate the enemy. You don't have to pick them up afte...
- by Skihids - at 2013.12.18 19:50:00
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703. Could the HMG buff be just what the dropship needs? - in General Discussions [original thread]
This would still require a coordinated squad, so blue dots are out for the moment. I'm not suggesting the dropship has to land to make this work. Back a couple builds ago I did some spot deployment practice with my corp mates and we found that t...
- by Skihids - at 2013.12.18 19:32:00
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704. Could the HMG buff be just what the dropship needs? - in General Discussions [original thread]
Dropships shoud be viable transport, but haven't managed to realize that role. Pilots face many obstacles in assembling an assault team to shuttle in, chief among them the impatience of the average merc to get into the fight. Medium and light sui...
- by Skihids - at 2013.12.18 18:34:00
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705. HAV Speed nerf - in General Discussions [original thread]
dust badger wrote: Spkr4theDead wrote: Alena Ventrallis wrote: Hopefully tanks won't be able to escape so easily. Because it's unfair that tanks have treads and they can't be disabled so my crutchlauncher doesn't miss. so its fair t...
- by Skihids - at 2013.12.18 18:20:00
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706. For the love of God CCP - in General Discussions [original thread]
DUST Fiend wrote: Skihids wrote: DUST Fiend wrote: Sgt Buttscratch wrote: Joined a match with 4 tanks out earlier, within 3mins they had 0 we had 2, we took out another 5. Tanks can be killed, can be avoided. 4/5 tanks on a team leave...
- by Skihids - at 2013.12.18 18:01:00
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707. For the love of God CCP - in General Discussions [original thread]
DUST Fiend wrote: Sgt Buttscratch wrote: Joined a match with 4 tanks out earlier, within 3mins they had 0 we had 2, we took out another 5. Tanks can be killed, can be avoided. 4/5 tanks on a team leave them under staffed where they need it ...
- by Skihids - at 2013.12.18 15:42:00
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708. It Should Take Three - Four AVers To Take Out One Tank - in General Discussions [original thread]
Something to consider: Properly balanced, over time a tank is only as powerful as a single infantry unit. It is X times more powerful for 1/X amount of time. It packs a bunker busting strength to break through heavily defended objectives, but the...
- by Skihids - at 2013.12.18 14:25:00
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709. Latest Dust 514 Review from Gamespot.com - in General Discussions [original thread]
It's fairly accurate.
- by Skihids - at 2013.12.17 23:01:00
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710. Attention LOGI'S - in General Discussions [original thread]
There are several types of equipment now so you can't expect every logi to be carrying what you want.
- by Skihids - at 2013.12.17 22:49:00
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711. 20 mill sp player "Me" thinks this game is broken - in General Discussions [original thread]
Roy Ventus wrote: Meknow Intaki wrote: it's just Messed up that people can spend 12,440 sp and unlock a more powerful weapon then someone who spent almost 2mill sp They just made AR's useless in this game, there is no place for them anymo...
- by Skihids - at 2013.12.17 22:08:00
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712. Invulnerability module for drop suits - in General Discussions [original thread]
My point is that active hardeners for vehicles aren't game breaking in and of themselves. They have to be managed and they trade short durations of high eHP for longer durations of low eHP. Low passive eHP means any surprise attack is likely to...
- by Skihids - at 2013.12.17 21:55:00
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713. Invulnerability module for drop suits - in General Discussions [original thread]
Mobius Wyvern wrote: R F Gyro wrote: R F Gyro wrote: Is no one able to give a good reason why this shouldn't be implemented? I'll take the silence as evidence that the Dust player community overwhelmingly supports this idea. Yeah, t...
- by Skihids - at 2013.12.17 21:07:00
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714. Invulnerability module for drop suits - in General Discussions [original thread]
TranquilBiscuit ofVaLoR wrote: i want a militia hardener that increases my tank by 40%. and a nitrous so i can run at 15 m/s. Ok, it's active for 24 seconds and has a 100 second cool down.
- by Skihids - at 2013.12.17 21:00:00
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715. Invulnerability module for drop suits - in General Discussions [original thread]
Honestly I would expect most infantry to eschew active hardeners as too difficult to deal with. Short active times mean you would frequently take significant damage before being able to activate it and by then it's only hardening a small percenta...
- by Skihids - at 2013.12.17 20:59:00
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716. Invulnerability module for drop suits - in General Discussions [original thread]
I suppose an active hardener that consumes a slot and significant fitting cost could actually be doable. The speed module (Kin-Kat) is already in the game. The active hardener is meant to briefly increase effectiveness at the cost of a long cool...
- by Skihids - at 2013.12.17 20:50:00
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717. 20 mill sp player "Me" thinks this game is broken - in General Discussions [original thread]
Inflation
- by Skihids - at 2013.12.17 20:43:00
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718. HOLY **** IT JUST ******* HIT ME - in General Discussions [original thread]
Stasis grenades, mine layers, eWar... You are talking about creative counter play . The V/AV failure is due to lack of counter play options. In fact a huge part of DUST's issues are due to lack of counter play options. The game pretty much boi...
- by Skihids - at 2013.12.17 20:40:00
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719. Yet Another Mining Idea - in General Discussions [original thread]
FPS and FarmVille don't really mix very well. There is no risk for the reward and mining/farming is an extremely dull occupation for an immortal mercenary. On the other hand PvE contracts against drone infestations would fit right in.
- by Skihids - at 2013.12.17 20:31:00
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720. Mobile CRU in a DS - in General Discussions [original thread]
I heard that the MCRU goes offline while someone is spawning.
- by Skihids - at 2013.12.17 20:27:00
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