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21. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
Out of curiosity, I've been playing around with changing the gal/cal bonuses to a +25% bonus to modules. I'm not saying this is the correct path for CCP to go down, but thought it was interesting. Gal Dampening 31.5 - 0 mods 21.656 - 1 complex...
- by Starfire Revo - at 2014.05.23 14:34:00
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22. DON'T INCREASE CLONE PACK PRICE - in Feedback/Requests [original thread]
Thor Odinson42 wrote: I know that's not the answer. I'd also like FW to be the team deploy answer, but they'll need to add an ISK reward or it will flop. How would you feel about winners getting a much larger % of ISK than losers? Pub matches...
- by Starfire Revo - at 2014.05.23 14:21:00
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23. DON'T INCREASE CLONE PACK PRICE - in Feedback/Requests [original thread]
Thor Odinson42 wrote: I think despite the potential issues with locking that clone packs need to be cheap. And the battles need to spin up within an hour. I don't care what that means for land holders, it gives us team deploy content. Leavi...
- by Starfire Revo - at 2014.05.23 13:15:00
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24. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
I decided to see what a range bonus Amarr would play like, so I tried out a range+LR build on an advanced Gal scout with no damps. Worked out pretty well. I was able to detect people as they came into my optimal range and used my mobility to stay ...
- by Starfire Revo - at 2014.05.22 19:53:00
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25. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
Cyrius Li-Moody wrote: The only way they'll make dampening less important is if they nerf the hell out of the tacnet. Meaning no more chevron wallhacks. No more showing what direction you're facing. Getting scanned is the worst thing that can ...
- by Starfire Revo - at 2014.05.22 19:22:00
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26. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
Adipem Nothi wrote: 1) What I really want is irrelevant. If this is your angle, it makes more sense to recast Nova Knives as Minmatar technology. The biotic bonuses you've proposed would no doubt be well received; but they are knifers by trai...
- by Starfire Revo - at 2014.05.22 18:12:00
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27. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
Adipem Nothi wrote: 1) Nova Knife charge time bonus isn't useful. The NK damage bonus is useful, and it is the only the reason why mercs skilled into the Minmatar Scout. I understand Knives are Caldari by design, but we should really try our be...
- by Starfire Revo - at 2014.05.22 17:10:00
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28. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
Adipem Nothi wrote: @ Scouts Gal will remain PC viable, though they'll likely become less common. Cal will remain PC viable, due primarily to shared squad sight . Why aren't we discussing how to make the other Scouts PC viable? Why are we disc...
- by Starfire Revo - at 2014.05.22 15:58:00
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29. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
Master Smurf wrote: Loving all of this but Amarr has 4 lows so your range bonus would give them the same issue we want to eliminate - maybe make that a bonus to range extenders - my 2cents They don't get a damp bonus and only have 2 high slot...
- by Starfire Revo - at 2014.05.22 15:03:00
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30. [Feedback] Gallente scouts - in Feedback/Requests [original thread]
CCP Rattati wrote: Please elaborate The ability for scouts to passively scan wide areas for their squad means that they're essentially a walking, permanent wall hack for 5 other people. After the cloak change, the Gal scout will be able to se...
- by Starfire Revo - at 2014.05.22 12:54:00
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31. Sticky:[DISCUSSION] - Progression - in General Discussions [original thread]
Maken Tosch wrote: Perhaps they aren't scubs then if they figured out an optimal way. But as you and me have seen first hand in Dust, a lot of those FOTM chasers end up being detrimental to the game as they often draw the attention of the "nerf...
- by Starfire Revo - at 2014.05.18 22:40:00
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32. Sticky:[DISCUSSION] - Progression - in General Discussions [original thread]
Maken Tosch wrote: (an idea often proposed by the scrubby FOTM chasers). This is a bit of a tangent, but people who chase the optimal way to play are actually the opposite of scrubs . FOTM wouldn't be such an issue if balance was given a hig...
- by Starfire Revo - at 2014.05.18 21:45:00
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33. [Feedback] Commandos - in Feedback/Requests [original thread]
Other people have covered the main benefits, but I'd like to add a couple more points. The Min commando has the most versatile slot layout and with it's high base stats, you don't have to stack hp mods to survive. Also because of things like the 2...
- by Starfire Revo - at 2014.05.18 10:49:00
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34. Sticky:[DISCUSSION] - Progression - in General Discussions [original thread]
Vell0cet wrote: As an alternative to respecs how do you guys feel about character sales for ISK, with an AUR transaction fee paid by the buyer? Wouldn't work as well in a free to play game as there would be little to nothing preventing someo...
- by Starfire Revo - at 2014.05.17 19:51:00
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35. [Suggestion] On Tweaking Rifles - in Feedback/Requests [original thread]
John Demonsbane wrote: Yeah, like I said earlier, maybe a change to 15/15 damage profile instead of 20/20 would be nice, more for the ScR, but the LR can still put the fear of God into armor tanked suits. Your point here made me realize somet...
- by Starfire Revo - at 2014.05.17 17:31:00
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36. [Suggestion] On Tweaking Rifles - in Feedback/Requests [original thread]
Musta Tornius wrote: Cat Merc wrote: Luther Mandrix wrote: You know what's funny about this thread is that the Laser Rifle is still no good when compared to the next weakest gun of the game. Its so broken still you guys are not even bring...
- by Starfire Revo - at 2014.05.17 13:52:00
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37. Sticky:[DISCUSSION] - Progression - in General Discussions [original thread]
Iskandar Zul Karnain wrote: Would it be possible to implement an open New Eden friendly skill tree with an optional 'safety' for new players, whereby their SP choices are guided in a certain direction(s) up unto the point at which the player de...
- by Starfire Revo - at 2014.05.16 20:13:00
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38. [Suggestion] On Tweaking Rifles - in Feedback/Requests [original thread]
John Demonsbane wrote: [quote=Starfire Revo]What Nappia said about damage profiles is spot on, projectile based weapons are at an advantage because of their superior damage profile. Scrambler rifles are in a pretty good place, their low usage ...
- by Starfire Revo - at 2014.05.16 17:40:00
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39. Sticky:[Feedback] Tackling Turrets - in Feedback/Requests [original thread]
Small rails are in a good place stats-wise, but their hit detection is really weird (even when stationary). The ADS camera makes it hard to see where your shots are landing as well. When you're having trouble hitting someone, it's actually hard to...
- by Starfire Revo - at 2014.05.16 17:05:00
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40. Sticky:[Feedback] Armor Modules - in Feedback/Requests [original thread]
Sirpidey Adtur wrote: [quote=CCP Rattati]Perhaps have more reasonable penalties for higher level plates? 85 armor for a 2% penalty, 110 for 3%, or 135 for 5%. Drop it to a flat 2% penalty for every level. Agree with pretty much everything el...
- by Starfire Revo - at 2014.05.16 16:45:00
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