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401. Vehicles - Looking to the future - in Feedback/Requests [original thread]
Thanks for the feedback on my other posting if you posted. You got the gears a turning, and helped me realize what it is that really upsets me. While I still don't agree with the changes, as I felt other area's needed to be addressed, there's stil...
- by Tebu Gan - at 2014.04.01 13:11:00
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402. Why i can turn off hardener? - in Feedback/Requests [original thread]
Aderek wrote: Hello. I love 1.8 uprising, really. But is one (in my opinion) bug from start of hardeners exist. When i drive my tank i usualy turn on first hardener, if some one atack me, ai turn on second and if i fall the fight i turn on ...
- by Tebu Gan - at 2014.03.29 16:14:00
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403. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Goric Rumis wrote: Once again, very good points. This is a great substitute for my own thoughts about a permanent fix for hardeners, which is to place a punitive (40%) active time modifier on stacking hardeners. This way, instead of a hard lim...
- by Tebu Gan - at 2014.03.28 21:17:00
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404. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Auris Lionesse wrote: can you slip a menu change into your proposal for r2 acceleration? like lavs I'm so used to using the left and right analog stick at this point that I use it on my LAV as well. I don't see why the option shouldn't be ...
- by Tebu Gan - at 2014.03.28 19:35:00
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405. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Dunce Masterson wrote: Quote: waves of opportunity. I also am a dedicated tanker on my other profile the real problem with hardeners isn't the amount of resistance its how many you can put on your tank if they where restricted to just 1 t...
- by Tebu Gan - at 2014.03.28 19:34:00
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406. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Varjac Theobroma Montenegro wrote: Triple hardened tanks also have more flex in how often they are activated. Basically, lower tier equipment will become much less valid. Idea: it's getting to the point where vehicles on either side are almost...
- by Tebu Gan - at 2014.03.28 19:26:00
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407. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Mishra's Dragon wrote: I totally see your point there dude! I'm no tanker, but I can basically understand everything you've just put on the table as I am a Forge Gunner who is out to destroy those tanks. While the reduction of the capability ...
- by Tebu Gan - at 2014.03.28 19:23:00
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408. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Varjac Theobroma Montenegro wrote: Triple hardened tanks also have more flex in how often they are activated. Basically, lower tier equipment will become much less valid. Idea: it's getting to the point where vehicles on either side are almost...
- by Tebu Gan - at 2014.03.28 19:17:00
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409. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Goric Rumis wrote: As someone who plays a (usually advanced) forge gunner from time to time, I agree completely. I think a lot of players on the forum do. There is a problem in that a more sophisticated solution has to be coded. So long as thes...
- by Tebu Gan - at 2014.03.28 19:15:00
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410. Game, Vehicle and Infantry Balance. A stand for a solution to end al... - in Feedback/Requests [original thread]
The Black Jackal wrote: I have been arguing against the numerical 'nerf hammer' being cried for by people all over the forums in relation to Vehicles. Specifically Heavy Attack Vehicles which are 'dominating the field' at the current time. Thi...
- by Tebu Gan - at 2014.03.28 13:59:00
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411. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Da Intro If you don't know me, my name is Tebu Gan(20mil SP). I'm a rather active player, and I frequent the forums quite often. In fact, I think I spend more time here than I do in game. My main role is a vehicle user. I've also recently taken ...
- by Tebu Gan - at 2014.03.28 13:57:00
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412. Tanks - My take on the "Hot fixes" - in Feedback/Requests [original thread]
Shield Hardeners Shield hardeners reduced from 60% to 40%. When I read this, my mind went into a rage to be honest. As a very dedicated shield tanker since official release of dust, I feel I have some good knowledge on this subject, so bear w...
- by Tebu Gan - at 2014.03.28 13:57:00
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413. Tank vs Dropship - in Feedback/Requests [original thread]
I'm all for reducing range on that fing railgun. Force the no talent bastards onto the field for a change.
- by Tebu Gan - at 2014.03.27 11:54:00
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414. Changing tank physics: Go Speed Tanker! - in Feedback/Requests [original thread]
Beld Errmon wrote: I miss the old ramming mechanics, I won so many tank battles with a well timed ram that completely rattled my opponents or took half a shield tanks health, I've gotten used to the current mechanics mind you, there is a certai...
- by Tebu Gan - at 2014.03.25 21:00:00
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415. Changing tank physics: Go Speed Tanker! - in Feedback/Requests [original thread]
Glitch116 wrote: Tebu Gan wrote: Alena Ventrallis wrote: Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics. 1. Tank speed we can live with...
- by Tebu Gan - at 2014.03.25 20:57:00
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416. Changing tank physics: Go Speed Tanker! - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Currently tanks can currently escape a death by running over each other, in opposition to their massive size and weight. We need a change in physics. 1. Tank speed we can live with. But they need to reach that top speed...
- by Tebu Gan - at 2014.03.24 21:11:00
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417. Letting new guys catch up. - in Feedback/Requests [original thread]
KalOfTheRathi wrote: Grease Spillett wrote: I just think the skill cap is unnecessary for new guys. The cap was meant to keep hardcore players from having too much SP. Now what? 500k SP and 400 WP later your getting face rolled by players th...
- by Tebu Gan - at 2014.03.18 12:08:00
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418. Large Railguns - How to Balance Them - in Feedback/Requests [original thread]
Harpyja wrote: Identifiable imbalances of the large railgun: - DPS is too high - Overheat mechanic is negligible - Damage and ROF is too high (which make DPS too high) - Too effective at CQC Proposed balance solution: Revert stats to those of ...
- by Tebu Gan - at 2014.03.13 20:58:00
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419. Vehicle Question: TTK? - in Feedback/Requests [original thread]
Hagintora wrote: OK, good numbers, and thanks for posting. But take it back a step. Without using specific weapons, and all other things being equal, how long should it take to kill an HAV? Or LAV? 10 Seconds? 30? 60? Allow me to correct an...
- by Tebu Gan - at 2014.03.11 22:23:00
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420. I guess I will try it here - in Feedback/Requests [original thread]
Hansei Kaizen wrote: Tebu Gan wrote: Hmm, I like the idea. No physical restrictions, you can run whatever you want, yet running a high sec in proto isn't cost efficient. Well, if you don't die it is. BUT, what's to stop a player from runn...
- by Tebu Gan - at 2014.03.11 13:50:00
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