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181. LAV - Add slots & PG/CPU, but reduce HP - in Feedback/Requests [original thread]
I've been in support for this idea ever since it first popped up. We don't walk around with unfit dropsuits because that'd be a silly idea. Using an unfit LAV for transport however is reasonable in the current implementation. People don't even b...
- by Stefan Stahl - at 2015.02.07 12:58:00
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182. CCP Rattati: Tash Murkon Dropsuits - in Feedback/Requests [original thread]
CCP Rattati wrote: Stefan Stahl wrote: ... I conclude from this two things: 1. AUR value alone is not a good metric to judge whether the contents of a strongbox feel good to a player. If AUR value is used, it's value should be down-weighted...
- by Stefan Stahl - at 2015.02.06 15:14:00
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183. Advanced & Prototype mCRU - in Feedback/Requests [original thread]
Stefan Stahl wrote: So it looks like the patch did what it was supposed to do. This has improved quality of life as a pilot drastically. I retract that statement. My vehicle alt has been considered an afker for three of my three matches today....
- by Stefan Stahl - at 2015.02.05 19:07:00
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184. Advanced & Prototype mCRU - in Feedback/Requests [original thread]
As far as I'm aware the usual reason why only basic mCRUs existed was because they were hacked into the game and couldn't be modified through normal means. Since the mCRU has apparently been un-bugged in Warlords 1.0 this may have changed. I'd rea...
- by Stefan Stahl - at 2015.02.05 16:54:00
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185. CCP Rattati: Tash Murkon Dropsuits - in Feedback/Requests [original thread]
Here're some thoughts on strongboxes: - Receiving 3 officer weapons is a great joy to most players, especially if they have the skills to use them. Their AUR value would probably be somewhere around 600 AUR. - Receiving 15 Defender suits feels lik...
- by Stefan Stahl - at 2015.02.05 15:28:00
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186. Sticky:[Feedback] Full Balance of Large Turrets - in Feedback/Requests [original thread]
CCP Rattati wrote: do you generally like the dum dum dum dum dum (current) or you prefer dum...dum...dum...dum more like an APC turret from other fpss or dum.....dum......dum like a tank from other fpss If anti infantry: ROF as implemented...
- by Stefan Stahl - at 2015.02.05 15:07:00
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187. Way to make Strongboxes worth it. - in Feedback/Requests [original thread]
Strategy #2: Strongboxes only drop things that require your current skill level (+- one level). (Or are otherwise valuable.)
- by Stefan Stahl - at 2015.02.04 18:58:00
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188. CCP Rattati: Tash Murkon Dropsuits - in Feedback/Requests [original thread]
CCP Rattati wrote: Our design was, take it slow and it will be awesome when it happens. "Take it slow and see what happens" may be the polar opposite of how - fairly likely - the majority of the people who use AUR feel about these sort of thin...
- by Stefan Stahl - at 2015.02.04 15:45:00
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189. ScR DPS > AR DPS: Working as intended? - in Feedback/Requests [original thread]
Jebus McKing wrote: The point though still remains that the ScR performs much better The official stance on this appears to be "It's OP, but not many people use it, thus it's not a problem". Rattati has agreed before that the ScR's efficiency ...
- by Stefan Stahl - at 2015.02.01 10:18:00
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190. Skill spikes - in Feedback/Requests [original thread]
Hello. Skill spikes are an old concept, but I'd like to bring it up again because it's still valid. A skill spike is an AUR-bought item that can be plugged into your merc's brain much like a passive skill-booster. For the duration of it's effect...
- by Stefan Stahl - at 2015.01.30 20:37:00
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191. narcotics? - in Feedback/Requests [original thread]
How would this change is this was a character-wide thing (as opposed to a clone-wide thing)? You take your drug in the Merc Quarter much like a booster and it stays active for an hour. Just before a PC this could be the thing that turns you into ...
- by Stefan Stahl - at 2015.01.30 20:02:00
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192. Tone Down the Shield Hardener Animation - in Feedback/Requests [original thread]
Dovallis Martan JenusKoll wrote: "bullet compensation". I'm not even sure the current behavior is intended. It may even be an attempt at lag compensation being applied in the wrong direction. It wasn't this bad in earlier releases, so I assume...
- by Stefan Stahl - at 2015.01.30 16:15:00
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193. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
CCP Rattati wrote: DarthJT5 wrote: Harpyja wrote: One last thing I'd like to add: new module inspiration from EVE. Capacitor batteries and capacitor recharge relays. In Dust, we can have a module that increases module active duration (lar...
- by Stefan Stahl - at 2015.01.30 15:57:00
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194. Sticky:[Feedback] Custom Chat Channels and Performance - in Feedback/Requests [original thread]
Ares 514 wrote: Stefan Stahl wrote: Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm ...
- by Stefan Stahl - at 2015.01.30 15:46:00
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195. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
CCP Rattati wrote: DarthJT5 wrote: CCP Rattati wrote: Foundation Seldon wrote: CCP Rattati wrote: I am not following the "damage mods" discussion, we already have damage amps in high, I am not changing any of that. But I do want the...
- by Stefan Stahl - at 2015.01.29 18:47:00
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196. Sticky:[Feedback] Custom Chat Channels and Performance - in Feedback/Requests [original thread]
Just an idea for your engineer(s - plural, hopefully ) to chew on: Each player in a chat has a portrait. Specifically capsuleers have individual portraits. This portrait is only loaded once as far as I'm aware. So in my theory things go down lik...
- by Stefan Stahl - at 2015.01.29 18:43:00
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197. AV feedback - in Feedback/Requests [original thread]
Thanks for the playtesting and footage. It really helps giving those spreadsheets a proper foundation. I sometimes tend to get caught up in numbers myself - and there's only a limited time available for trying out different roles.
- by Stefan Stahl - at 2015.01.28 22:22:00
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198. [Discussion] How to add active and passive variants of vehicle modul... - in Feedback/Requests [original thread]
Pokey Dravon wrote: Yep you've got the right idea. Highs: Shield Recharger - Increase to Passive Shield Regen Passive Shield Resist - Small Resist all the time Active Shield Hardener - Big Resist some of the time Shield Booster - Big Reps some...
- by Stefan Stahl - at 2015.01.28 18:59:00
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199. [Discussion] How to add active and passive variants of vehicle modul... - in Feedback/Requests [original thread]
Hi. I think every vehicle module should exist in active & passive variants - if logically possible. Let's discuss on how to come up with numbers for such modules. I don't want to discuss final numbers - thus no spreadsheets here - I rather ...
- by Stefan Stahl - at 2015.01.27 20:15:00
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200. LAVs - please read the WHOLE thing, it's long - in Feedback/Requests [original thread]
Derpty Derp wrote: Against dropships Small damage amped rails are surprisingly powerful against dropships. Even HAVs get a scare out of that, but you won't be able to tank much. For comparison: Cpx small railgun + cpx damage mod: 905 DPS Std ...
- by Stefan Stahl - at 2015.01.27 18:16:00
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