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121. [Request] Add cockpit view to vehicles. - in Feedback/Requests [original thread]
Garrett Blacknova wrote: I thought we were mostly viewing the world outside our vehicles through camera interfaces, not through less-durable transparent bits placed where extra protection should go to reduce risk of damage to the squishy bit in...
- by Templar Two - at 2012.07.06 16:26:00
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122. [Request] Different Gun Designs - in Feedback/Requests [original thread]
Garrett Blacknova wrote: Pretty sure the current weapon models are at least partly stand-ins for the beta, and there will be a larger variety of weapon models in the full game. I hope so because now is so depressing to have look-alike guns.
- by Templar Two - at 2012.07.06 15:19:00
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123. [Request] Add cockpit view to vehicles. - in Feedback/Requests [original thread]
CCP are you considering this or not.
- by Templar Two - at 2012.07.06 15:17:00
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124. [Request] Disable aim assist option. - in Feedback/Requests [original thread]
Garrett Blacknova wrote: There are two types of aim assist. 1. Active aim assist. This is when your crosshairs are shifted by the game to stay on target. 2. Passive aim assist. This makes the crosshairs move SLIGHTLY faster when you're turnin...
- by Templar Two - at 2012.07.06 15:02:00
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125. [REQUEST] Controller Mapping and More! - in Feedback/Requests [original thread]
CCP Frame wrote: You will be able to remap default controls, don't worry! :) What about Player's List & Map and Communication & Neocom. Will we be able to put them on 2 buttons instead then use 4?
- by Templar Two - at 2012.07.06 08:39:00
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126. [Request] Disable aim assist option. - in Feedback/Requests [original thread]
Really CCP aim assist in FPS is evil, pure evil. Let us turn it off.
- by Templar Two - at 2012.07.03 20:15:00
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127. [Request] Bring Back Wobbling HUD - in Feedback/Requests [original thread]
I believe it would not be difficult to bring it back. Beside the stance indicator the HUD is identical so minimum tweaks are needed.
- by Templar Two - at 2012.07.03 20:12:00
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128. [Proposition] Active Reloading - in Feedback/Requests [original thread]
^^^ Active Reload would not give you a faster reload speed then the one obtained with skills. The only difference would be that the faster reload would be player controlled and not handled by the game
- by Templar Two - at 2012.07.03 19:40:00
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129. [Proposition] Active Reloading - in Feedback/Requests [original thread]
Fuma Centuri wrote: No. Just no. P.S. This is an item-based game. Giving people bonuses for being 20 years younger and with ADHD is not the way DUST needs to go. This is a skill based game, a.k.a. First Person Shooter, where reflexes matter...
- by Templar Two - at 2012.07.03 12:20:00
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130. [Request] melee/knife finishers and counter-melee? (DEV please reply) - in Feedback/Requests [original thread]
^^^ Did you bother reading our posts: we said no instant kill. The real problem is that now we have a "Slash Melee" and this kind of melee is designed for games in which you can melee OHK anyone (Couner Strike) With slash melee the moment you can...
- by Templar Two - at 2012.07.03 11:51:00
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131. [Feedback/Request] sticky Remote Explosives and too fast tanks - in Feedback/Requests [original thread]
Noc Tempre wrote: AV grenades are going to be upgraded to home in on vehicles. Sticky RE is a bad idea since you essentially are asking for an I win button for sprinting up to a tank. Explosive would stick to vehicles but won't home-in on th...
- by Templar Two - at 2012.07.03 11:37:00
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132. [Proposition] Active Reloading - in Feedback/Requests [original thread]
Kovak Therim wrote: No. If you don't motivate your reply then it is best if you don't bother replying at all.
- by Templar Two - at 2012.07.03 09:51:00
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133. [Proposition] Active Reloading - in Feedback/Requests [original thread]
Hi. This is just a proposition but we could have Active reloading in Dust 514. -If you don't know what Active Reloading is go here. Now we have to use a Skill to improve our reloading speed but with active reloading we coudl be the one to trul...
- by Templar Two - at 2012.07.03 09:04:00
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134. [Request] Sliding - in Feedback/Requests [original thread]
Crysis 2 had a good slide IMO...maybe a bit too long. Here we use suits as well so that is the closes example I can give.
- by Templar Two - at 2012.07.03 08:36:00
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135. [Request] melee/knife finishers and counter-melee? (DEV please reply) - in Feedback/Requests [original thread]
Antilles Maximus wrote: Additionally, what about the idea of having a 2 or 3 slash combo with the knife by pressing the button multiple times, thus reducing the time between attacks when up close and personal... thoughts? Do you mean in th...
- by Templar Two - at 2012.07.03 08:17:00
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136. [Request] Sliding - in Feedback/Requests [original thread]
I am on board with this: sliding should be there 100% Not a sliding a la Vanquish of course.
- by Templar Two - at 2012.07.03 06:53:00
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137. [Request] Weapon Fitting - in Feedback/Requests [original thread]
We have been discussing this already in the "Weapon customization" thread but the more we touch this argument the better Anyway a hypothetical weapon customization/fitting system should anyway work like in vehicles & dropsuit but have far mo...
- by Templar Two - at 2012.07.03 06:51:00
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138. [Request] DO NOT add mandatory knife finishing animations! - in Feedback/Requests [original thread]
^^^ An hypothetical animation might take 2-3 sec which is faster than the current melee: it takes multiple slashes to kill someone, heavies takes forever, so a melee kill is about 4-5 seconds now if we consider the overall danging you have to do t...
- by Templar Two - at 2012.07.02 18:07:00
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139. [Request] melee/knife finishers and counter-melee? (DEV please reply) - in Feedback/Requests [original thread]
^^^ Well since maps are really enormous OHK is better because after running for 200m you really can't end up in a melee ballet to kill someone decently. Anyway I agree on the fact that heavies should take more hits to go down, that's why I propos...
- by Templar Two - at 2012.07.02 17:18:00
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140. [Request] melee/knife finishers and counter-melee? (DEV please reply) - in Feedback/Requests [original thread]
^^^ Make me the co-author of the suggestion and we are even...but honestly I am just happy I can help to eventually make finishers come true.
- by Templar Two - at 2012.07.02 15:33:00
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