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61. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
SoTa PoP wrote: PC is a sandbox - stop trying to violate it. You've done enough damage with the removal of passive ISK without a decent replacement. The notion "it's a sandbox" is irrelevant if it doesn't also offer compelling gameplay. This...
- by Soraya Xel - at 2015.01.20 17:49:00
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62. Sticky:[Feedback] Planetary Conquest - Rewards - in Feedback/Requests [original thread]
Personally, I am worried that doing nothing but exchanging destroyed ISK value will erode the value of holding districts. That you can gain some ISK back, but unless you can defend in militia, will probably lose money every match. I think it may ...
- by Soraya Xel - at 2015.01.20 16:38:00
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63. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
Kain Spero wrote: As a few people have suggested, windows of attack in the 2-4 hour range seem to make a lot more sense than the specific 1 hour timer set-up that we have now. This is a hugely exclusionary system that would greatly reduce t...
- by Soraya Xel - at 2015.01.20 16:32:00
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64. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
Ghostt Shadoww wrote: It's favortism period....a Dev should never point out a player in a thread. Keep it professional. It can be taken wrong like I pointed out. No need to mention a player name. A Dev needs to give info to the community. Not s...
- by Soraya Xel - at 2015.01.20 16:04:00
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65. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
Ghostt Shadoww wrote: CCP.....why you talking to Kain as if Kain is CPM still. I'm not a Kain hater never have been. He knows that. Just curious why Rattati you giving Kain special attention and he not even a CPM or has a corp to PC with. If...
- by Soraya Xel - at 2015.01.20 14:59:00
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66. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
Kain Spero wrote: You currently have 12 Alliances and 72 Corporations involved in the system ( www.dustcharts.com ). How does reducing all of their holdings to ash and nullifying what work they have put into PC as dysfunctional as it is seem ...
- by Soraya Xel - at 2015.01.20 14:54:00
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67. Sticky:[Feedback] Planetary Conquest - Timers - in Feedback/Requests [original thread]
Removing the ability to change timers simply makes sense. I've gotten a lot of feedback over the past few weeks on it, but I haven't gotten a single gameplay-justified reason to keep the ability to move a timer. It seemed to come down to an emotio...
- by Soraya Xel - at 2015.01.20 14:51:00
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68. Dropship Perspective on a Swarm Launcher Problem - in Feedback/Requests [original thread]
IZI doro wrote: If anything, just an audible tone to note that homing warheads are tracking and in proximity would suffice. If I recall correctly, there used to be a "locked on tone" for swarms that have been launched and currently tracking, bu...
- by Soraya Xel - at 2015.01.16 17:18:00
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69. Dropship Perspective on a Swarm Launcher Problem - in Feedback/Requests [original thread]
It is not overperforming. The fact that you are no longer invincible means it is working as intended. I would not actually be opposite to a warning if it was possible. Though I would guess something like vehicles being able to scan AV weapon hold...
- by Soraya Xel - at 2015.01.16 16:55:00
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70. Dropship Perspective on a Swarm Launcher Problem - in Feedback/Requests [original thread]
Swarms have a higher top speed because it was indeed so easy for dropships to escape them, that they were not relevant.
- by Soraya Xel - at 2015.01.16 16:43:00
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71. Dropship Perspective on a Swarm Launcher Problem - in Feedback/Requests [original thread]
Being CPM doesn't mean I'm not supposed to tell people they're wrong. o_o
- by Soraya Xel - at 2015.01.16 16:26:00
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72. Dropship Perspective on a Swarm Launcher Problem - in Feedback/Requests [original thread]
DarthJT5 wrote: Soraya Xel wrote: How does swarms have less warning than forge guns? Swarms have to be locked out in the open, take longer than a forge charge, and move about ten times slower than a forge blast. I don't get a nifty warning ...
- by Soraya Xel - at 2015.01.16 16:11:00
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73. Dropship Perspective on a Swarm Launcher Problem - in Feedback/Requests [original thread]
How does swarms have less warning than forge guns? Swarms have to be locked out in the open, take longer than a forge charge, and move about ten times slower than a forge blast. I don't get a nifty warning light before a shotgun blast plasters my...
- by Soraya Xel - at 2015.01.16 15:41:00
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74. [Suggestion] Change Swarm launcher operation - in Feedback/Requests [original thread]
Swarms are a lot slower than forge gun blasts though, Kallas. Forge gun blasts are almost instant, they move very fast, so you do not have to lead by much. If swarm speed was kept the same, dumbfiring 400m away would be near impossible.
- by Soraya Xel - at 2015.01.16 04:55:00
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75. [Suggestion] Change Swarm launcher operation - in Feedback/Requests [original thread]
Hmm... that's right, you did propose buffing the range a lot. The only thing is how much range will probably not matter without lock-on mechanics. At 400m, your chance of getting swarms within 50m is probably low if they're moving at all.
- by Soraya Xel - at 2015.01.15 23:08:00
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76. [Suggestion] Change Swarm launcher operation - in Feedback/Requests [original thread]
If they're dumbfire, do they kill infantry now too? Juno Tristan wrote: I want to maintain the damage/time balance but give the user more chance to miss and the vehicles more chance to evade We'd need to make them a lot faster and hit harde...
- by Soraya Xel - at 2015.01.15 22:45:00
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77. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
Imp Smash wrote: This is what y'all stickied? Seriously? https://forums.dust514.com/default.aspx?g=posts&t=183512 smh. I think he stickied the one that was much closer to what had been proposed and discussed internally. That's why.
- by Soraya Xel - at 2015.01.15 05:23:00
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78. Solution to PC District Timers - Because Fixed Timers Suck - in Feedback/Requests [original thread]
Well, blunt honesty, a system like this is probably a whole release on it's own, or a big part of one. And I'm hoping to get fixed timers as a tack-on to one of the corporate warbarge releases as a quick fix. Something I most definitely still inte...
- by Soraya Xel - at 2015.01.14 21:28:00
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79. Solution to PC District Timers - Because Fixed Timers Suck - in Feedback/Requests [original thread]
If there isn't a 24 hour timer, then there's no game. It's absolutely critical to ensuring actual fights happen. If you don't understand it by now, nobody will be able to successfully explain it to you.
- by Soraya Xel - at 2015.01.14 20:55:00
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80. Solution to PC District Timers - Because Fixed Timers Suck - in Feedback/Requests [original thread]
Pokey Dravon wrote: Ideas and things This is a decent idea. It allows smaller corps to participate cleanly. The system might end up hitting some level of over-complication bar though, fair warning. Our existing system, mind you, is also of...
- by Soraya Xel - at 2015.01.14 20:22:00
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