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21. Make scouts fly. - in Feedback/Requests [original thread]
I have pythons. But I wanna fly in my scout suit. Also I edited the OP. Added logic XD
- by Spec Ops Cipher - at 2013.08.24 17:12:00
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22. Make scouts fly. - in Feedback/Requests [original thread]
I don't even want to be able to shoot, just to flyyyy. It might actually be possible. Lemme think of some downsides all seriously for a min.
- by Spec Ops Cipher - at 2013.08.24 17:05:00
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23. Make scouts fly. - in Feedback/Requests [original thread]
Synbot wrote: Sounds beautiful. I love it too, it sounds great.
- by Spec Ops Cipher - at 2013.08.24 16:59:00
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24. Make scouts fly. - in Feedback/Requests [original thread]
In my head i'm thinking Iron man style. Yeah, I said it. Doesn't have to be fast, just another way for em to get about, to climb up buildings and kill forge gunners and stuff. The more I think about it the better it sounds...
- by Spec Ops Cipher - at 2013.08.24 16:57:00
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25. diversity in a wonderful game is dying. how can we fix it? - in Feedback/Requests [original thread]
My list of responses: buff tanks - Only their survivability buff MD - OMG NO buff HMG - I cannot offer opinion here buff flaylocks - Disagree, they are absolutely fine. My favourite sidearm, still very effective. buff lazers - It's coming. b...
- by Spec Ops Cipher - at 2013.08.24 15:46:00
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26. [Request] Change Kinetic Catalyzers to High Slots. - in Feedback/Requests [original thread]
Meeko Fent wrote: Alena Ventrallis wrote: Mobius Wyvern wrote: DeadlyAztec11 wrote: No. I like Kinetic Catalyzers exactly where they are. Right now they're just yet another buff to shield tanking. Think of them like propulsion modul...
- by Spec Ops Cipher - at 2013.08.24 14:46:00
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27. [Request] Change Kinetic Catalyzers to High Slots. - in Feedback/Requests [original thread]
Mobius Wyvern wrote: This way they can be used by armor tankers to attain better sprint speeds and help make up for the movement speed penalty. Ideally, you could give Gallente suits bonuses for these, as speed mods are an essential component ...
- by Spec Ops Cipher - at 2013.08.24 14:35:00
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28. [Request/Feedback] Plazma Canun - in Feedback/Requests [original thread]
I agree with all of the above. The damage seems to be inconsistent at best when splashing targets.
- by Spec Ops Cipher - at 2013.08.24 14:33:00
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29. Remote Explosives - Small but Extrememly necessary Fix - in Feedback/Requests [original thread]
Lightning Bolt2 wrote: Spec Ops Cipher wrote: Lightning Bolt2 wrote: Just stupid idea OP... and yea, what others are saying. are you a heavy? if so, learn to throw fluxes/locus grenades when chasing a scout or sum1 with RE's especially at...
- by Spec Ops Cipher - at 2013.08.17 02:16:00
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30. Remote Explosives - Small but Extrememly necessary Fix - in Feedback/Requests [original thread]
Lightning Bolt2 wrote: Just stupid idea OP... and yea, what others are saying. are you a heavy? if so, learn to throw fluxes/locus grenades when chasing a scout or sum1 with RE's especially at corners, RE's are fairly easier to counter. if CCP ...
- by Spec Ops Cipher - at 2013.08.17 01:51:00
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31. RE detonation time - in Feedback/Requests [original thread]
FLAYLOCK Steve wrote: shaman oga wrote: I agree with the fact that i need to wait a little to make RE detonate after i place them, the time we have now is correct, my request is a little different. Now, when you select when you select RE you...
- by Spec Ops Cipher - at 2013.08.16 16:14:00
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32. New null cannons would revolutionise dust. - in Feedback/Requests [original thread]
Domination is 3/4/5 null cannons being controlled by one terminal. Rof is the same, damage is the same, but one terminal to rule them all... XD
- by Spec Ops Cipher - at 2013.08.04 19:55:00
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33. New null cannons would revolutionise dust. - in Feedback/Requests [original thread]
Terry Webber wrote: Someone already beat you to it, Spec. Take a look at this thread here Aww, edited in link to it in OP, thanks.
- by Spec Ops Cipher - at 2013.08.04 18:56:00
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34. New null cannons would revolutionise dust. - in Feedback/Requests [original thread]
Think about it, if there were laser cannons that do more damage to shields, they would be more valuable at the start of the game, then less valuable after the shields are depleted. This would change skirmish (and PC) into a much more tactical plac...
- by Spec Ops Cipher - at 2013.08.04 17:19:00
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35. CCP can we have partial AI in a pub match - in Feedback/Requests [original thread]
That sounds awesome. Make them brutal, so not attempt to make it fair for players, give them true los near insta-kill capabilities. And AV nades, so they cannot be hit by car/tanks. Might as well give them specialist equipment too, like shield gen...
- by Spec Ops Cipher - at 2013.07.17 13:53:00
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36. Stamina Nerf in 1.2 - in Feedback/Requests [original thread]
Yeah I always ran cardiac reg. Still feeling the pinch, its one of the many things that have crippled scouts this build
- by Spec Ops Cipher - at 2013.07.03 15:31:00
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37. Stamina Nerf in 1.2 - in Feedback/Requests [original thread]
Agreed. I think they increased the stamina needed to jump too
- by Spec Ops Cipher - at 2013.07.03 14:57:00
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38. [Feedback & Complaint] Stealth nerf to sniper rifles. - in Feedback/Requests [original thread]
Jathniel wrote: We were at 100% body, and 195% headshot damage. Why is it now 90% and 175%? Why the fk would you REDUCE headshot damage on a sniper rifle? Can't you just fix what we say are problems? I was just praising you, CCP. So why when...
- by Spec Ops Cipher - at 2013.07.03 10:04:00
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39. The perfect counter - in Feedback/Requests [original thread]
This will not happen anytime soon. Defenders need an advantage. The active scanner is the beginning. In future, things may be a little less assault centric. Things may be on a different level, with new equipment like cloaks and jet/jump packs. ...
- by Spec Ops Cipher - at 2013.06.19 22:21:00
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40. The perfect counter - in Feedback/Requests [original thread]
Reserved, just in case
- by Spec Ops Cipher - at 2013.06.19 22:21:00
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