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121. Mid-range Heavy Weapons - in Feedback/Requests [original thread]
Sgt Kirk wrote: It'd just have to be balanced properly. I'm thinking the tradeoff should be "awesome weapon, not so awesome suit". That would be easy enough to balance. You make the heavy weapons ~15% better than their respective rifle of that...
- by Stefan Stahl - at 2015.08.11 17:32:00
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122. Mid-range Heavy Weapons - in Feedback/Requests [original thread]
I've long since called for more range options for heavies. For mid-range I'd like a HMG. Preferably the basic variant - it's a Minmatar weapon after all. For long-range I can imagine an anti-infantry Forgegun variant that fires like a bolt-pistol...
- by Stefan Stahl - at 2015.08.11 17:16:00
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123. Lackluster weapons that could easily be balanced - in Feedback/Requests [original thread]
Burst ScP, anyone? Let's just start at giving it the correct amount of ammo. Most weapons carry 5 clips worth of ammo in reserve. The Burst ScP currently can only be reloaded twice before having to look for ammo. I propose bumping it up to 144 to...
- by Stefan Stahl - at 2015.08.11 14:44:00
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124. Dropsuit naming discussion - in General Discussions [original thread]
In earlier times the trailing number would indicate the variant. So a ck.1 would be a different variant of the caldari proto suit that had slightly different stats - in the case of the caldari assault suits I think the variant had a second equipme...
- by Stefan Stahl - at 2015.08.09 00:05:00
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125. Tales of the Prometheus: Modules/Equipment Skill Progression - in Feedback/Requests [original thread]
Talos Vagheitan wrote: One of the main problems dropships face is that the maps are just too small for them to function the way they're supposed to. A dropship by definition should deploy/extract troops to and from different battlefields; they...
- by Stefan Stahl - at 2015.07.26 12:14:00
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126. Feedback: On reward mechanics - in Feedback/Requests [original thread]
Very good points. My personal gripe: ISK reward should not depend on team rank*. It should depend on personal contribution - preferably in terms of "keep x% of what you kill, y% of what you repair, z% of what you hack". Right now there's an ISK i...
- by Stefan Stahl - at 2015.07.25 15:41:00
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127. There's something about the core locus grenade... - in General Discussions [original thread]
I like the idea of (properly) separating grenades between standard grenades used for assists (large radius, low damage) and focused grenades used for skillshots (small radius, high damage). Right now the core locus grenade has tremendous damage an...
- by Stefan Stahl - at 2015.07.25 11:32:00
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128. Redesign of the Loyalty Rank system. - in Feedback/Requests [original thread]
Pokey Dravon wrote: I'd also prefer to see more ranks that are closer together. I think the amount of time/money needed to rank up is so large that it doesn't really feel like something I'm working towards...instead it just feels like an eventu...
- by Stefan Stahl - at 2015.07.19 11:02:00
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129. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Thanks for the bump, Apocalyptic Destroyerr. @Adipem: Most likely none. I don't think HAVs need the ability to dodge missiles effectively and their limited speed and acceleration won't allow for that with any useful set of numbers for the paramet...
- by Stefan Stahl - at 2015.07.19 07:56:00
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130. TACNET Update - Identification With Icons - in General Discussions [original thread]
CCP Rattati wrote: This is cool. During the scanning overhaul, we talked about having signature profile being demonstrated as bigger circles, so a 8 dB scout would be a tiny dot, and a sentinel, much bigger. Effectively allowing damped heavies ...
- by Stefan Stahl - at 2015.07.10 17:38:00
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131. CCP, do the metrics not show how pathetic pubs are? - in General Discussions [original thread]
One thing I'd actually like to know from the data: Whenever I look at the overview map (which means, whenever I eat more bullets than are good for me) I spot maybe 5 blueberries on the map. Out of 15. Statistically, during a 15 minute skirmish y...
- by Stefan Stahl - at 2015.07.03 17:50:00
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132. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Loyal Glasses wrote: I am sorry but the topic does not interest me. The only reason I am here is due to the fact that I read the title as twerking swarm launcher parameters. Good day. This is my favorite reply so far.
- by Stefan Stahl - at 2015.06.20 19:40:00
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133. Large Blasters Need Balancing - in Feedback/Requests [original thread]
Harpyja wrote: We are not here to discuss how logical and appropriate the turrets are. This is a sci-fi genre with laser weapons, shield technologies, interstellar travel, etc. Though things have to be balanced for game purposes too. The turr...
- by Stefan Stahl - at 2015.06.16 15:00:00
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134. [IDEA] Bandwidth Module (High Slot) - in Feedback/Requests [original thread]
Fully support this. There are many valid applications for this. An interesting one would be to put a bandwidth module on a sentinel. That means, if you sacrifice the slots for it, you can actually maintain a nanohive for later forgegunning. Compe...
- by Stefan Stahl - at 2015.05.27 17:47:00
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135. 'Keep what you kill' ISK payout scheme for pub matches - in Feedback/Requests [original thread]
Hi, here's an issue that has irked me a lot ever since I started playing Dust: You're playing a pub match solo like apparently most people in this game (not necessarily the forums) do. As it happens you find yourself stacked against a superior en...
- by Stefan Stahl - at 2015.05.27 17:42:00
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136. nice to see domination is still unplayable - in General Discussions [original thread]
The ISK payout system is probably to blame for most of this. In Dust 514: As the likelihood of a defeat increases the expected payout is reduced. The logical reaction to that is to select less expensive fittings so you stop draining money. The re...
- by Stefan Stahl - at 2015.05.27 17:06:00
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137. Sticky:[Feedback] eHP and Speed - in Feedback/Requests [original thread]
Ripley Riley wrote: increase CPU/PG fitting bonuses for logis What would a suitable fitting bonus be in your opinion? I think there's a tough problem here: - Too low fitting bonus: Fit 4 Compact Nanohives and use the remaining fitting space t...
- by Stefan Stahl - at 2015.05.27 17:00:00
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138. Different type of vehicle hardener. - in Feedback/Requests [original thread]
This suggestion made me come up with a game design question that may help discuss this suggestion: An HAV and an AV-user, e.g. with a Swarm Launcher, spot each other at the same time. Let's say the AV user is in an elevated position, so the HAV w...
- by Stefan Stahl - at 2015.05.27 16:45:00
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139. Dust 514 Oldschool RPG Style - in General Discussions [original thread]
Dice history (read bottom up): http://www.brockjones.com/dieroller/dice.htm wrote: 1d6 = 2 1d6 = 2 1d6 = 2 1d6 = 6 1d8 = 3 1d8 = 4 1d6 = 5 1d8 = 5 1d4 = 4 This is the resulting fit. It's a C/1 Assault with 3 extenders, a PG upgrade ( ), shie...
- by Stefan Stahl - at 2015.05.27 16:11:00
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140. Sticky:[Feedback] Limited Tiericide and Power Cores - in Feedback/Requests [original thread]
CCP Rattati wrote: Breakin Stuff wrote: CCP Rattati wrote: Fixed slot progression will require, I don't see a way around it, a limit of 1 PG and CPU upgrade per fitting, or make them to ISK expensive to stack. Either that or make sure tha...
- by Stefan Stahl - at 2015.05.27 12:57:00
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