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141. Mouse/Keyboard - in Rookie Training Grounds [original thread]
That and the mouse controls are so loose and imprecise that it's more accurate to use the controller half of the time. I find it especially hard to aim turrets with the mouse. Most PC shooters have very crisp and quick response to mouse movement....
- by Tac Com - at 2013.01.28 17:44:00
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142. The assaut rifle is OP and needs a nerf. - in Feedback/Requests [original thread]
Heimdallr69 wrote: Lets nurf everything and add this game to the cod series It would seem a good number of people are calling for that. I really hope it keeps it's unique feel. We have enough CoD clones around.
- by Tac Com - at 2013.01.27 23:29:00
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143. The assaut rifle is OP and needs a nerf. - in Feedback/Requests [original thread]
To really elaborate on the current points and to add another twist, the AR is really good in pub matches where you just run around randomly and try to take on all-comers. This is especially true with more experianced players stomping newberries. ...
- by Tac Com - at 2013.01.27 23:18:00
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144. The assaut rifle is OP and needs a nerf. - in Feedback/Requests [original thread]
AHAHAHAHAHAHAHAHAHAHAHAHA! Oh, you crack me up. In all seriousness, the AR is only good when you use it wih intelligance and exploit your opponant's weaknesses. At close range it gets shreded by HMGs and shotguns. At medium to long range laser...
- by Tac Com - at 2013.01.27 23:04:00
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145. (Suggestion) Nerf AV grenades & Make swarm launchers manual fire. - in Feedback/Requests [original thread]
I've lost a tank to AV grenades for 2 reasons. #1, I was already low on health from a tank or installation fight and someone managed to get into a good spot to finish the job. I say good on them for timing and positioning. Also a little poor on m...
- by Tac Com - at 2013.01.27 21:52:00
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146. HAV: Railgun vs. Missile Launchers vs. Blasters - in Rookie Training Grounds [original thread]
Red Vodka wrote: 0 Try Harder wrote: Red Vodka wrote: :O I think I got the Calamari -.- I wish you could undo skill points and reallocate them in this game. In that case I suggest you either make a new account and character to skill ...
- by Tac Com - at 2013.01.27 19:41:00
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147. Why are shields better? - in Rookie Training Grounds [original thread]
Zat Earthshatter wrote: So to recap - Type II heavy will let you pick, but shield-tanking might be preferable there. Also, proto is only worth the extra investment when you've gotten every core-skill that backs it up to at least l4 - very simil...
- by Tac Com - at 2013.01.27 06:39:00
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148. Using Nanite Injector to revive other players - in Rookie Training Grounds [original thread]
Caps Lock holds that function.
- by Tac Com - at 2013.01.27 03:39:00
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149. Help with my Scout - in Rookie Training Grounds [original thread]
Pistols are sidearms for a reason. They may beable to put out some decent firepower up close but thier damage drops fast at range. Nova knives also arn't instant kills like the majority of modern day shooters and while they do decent damage the be...
- by Tac Com - at 2013.01.26 22:46:00
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150. I think my blueberry is showing... - in Rookie Training Grounds [original thread]
If you are talking about your armour, there are a couple ways. First is putting armour repairers in your low slot modules, second is having a logisitics player repair you with a repair gun. You might have noticed your shields regenerate after not...
- by Tac Com - at 2013.01.26 22:43:00
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151. HAV: Railgun vs. Missile Launchers vs. Blasters - in Rookie Training Grounds [original thread]
0 Try Harder wrote: I pretty much agree with Tac Com. Just want to add that after missile nerfs, they are useless. In their current state, you should NEVER use a large missile turret on your HAV. Make sure you level armor HAV (Gallente) and not...
- by Tac Com - at 2013.01.26 22:40:00
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152. Why are shields better? - in Rookie Training Grounds [original thread]
0 Try Harder wrote: Tac Com wrote: All that said, as a heavy suit goes, I am really liking the Type II for it's nice balance between shields and armour. It still sports about the same armour health as the militia heavy suit but comes with a ...
- by Tac Com - at 2013.01.26 22:31:00
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153. Charge weapons worth it? - in Rookie Training Grounds [original thread]
Usually the charge is used for headshots since the increased damage is farther magnified by the headshot multiplier. It's more often then not to drop people with a headshot. As a personal preferance though I perfer the tactical since it's very ea...
- by Tac Com - at 2013.01.26 21:17:00
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154. Recruit Assault Rifle Stats - in Rookie Training Grounds [original thread]
That's pretty sweet. I still am kicking myself for being away when the exile was around. But sounds like we'll be seeing more of these around soon :)
- by Tac Com - at 2013.01.26 21:10:00
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155. HAV: Railgun vs. Missile Launchers vs. Blasters - in Rookie Training Grounds [original thread]
Red Vodka wrote: Hmm, thanks a lot. I think I'll go for blasters then. Anyone also have opinions on secondary turrets? From what I understand after riding in a tank two times, is that there's the driver's main cannon, then there's a turret on ...
- by Tac Com - at 2013.01.26 21:08:00
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156. HAV: Railgun vs. Missile Launchers vs. Blasters - in Rookie Training Grounds [original thread]
Scheneighnay McBob wrote: I personally don't have one myself; guess it depends on your preferred engagement range Blaster- close range fights Missile- medium Railgun- long range fights This is probably closest to the truth. Blasters with th...
- by Tac Com - at 2013.01.26 20:26:00
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157. Why are shields better? - in Rookie Training Grounds [original thread]
GeneralButtNaked wrote: Thanks for the replies everyone. I guess I should have mentioned that I was asking this about a heavy build. Specifically, I was thinking about running an HMG, and am trying to figure out how to be most effective. ...
- by Tac Com - at 2013.01.26 20:01:00
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158. Passive skill point per second - in General Discussions [original thread]
Beren Hurin wrote: Tac Com wrote: As a note, putting a passive booster on a character that doesn't have passive SP on them gives them the natural passive SP rate. Ah didn't know this...So you can get passive SP still on a tune without the...
- by Tac Com - at 2013.01.24 16:58:00
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159. Passive skill point per second - in General Discussions [original thread]
On the character select there is an option before selecting that character to "activate passive SP" on the character who it isn't on at the moment. Only 1 character per account naturally gets passive SP. If you activate it on another character th...
- by Tac Com - at 2013.01.24 16:46:00
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160. Passive skill point per second - in General Discussions [original thread]
1 per 8 is not right. That is a bug. Without a booster you should get them 1 every 3.6 seconds and with a booster every 2.4 seconds.
- by Tac Com - at 2013.01.24 16:16:00
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