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161. There should be a flame thrower weapon - in Feedback/Requests [original thread]
Microwaves can add energy to plasma or flame(Flames contain ionized gas, making them boarder on meeting definition of plasma anyway) Plenty of microwave plasma ball youtube videos show this on a small scale. Boranated fuels contain much more ene...
- by Ten-Sidhe - at 2013.01.16 12:44:00
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162. [request] duel wield weapons - in Feedback/Requests [original thread]
There are a few examples of duel wielding in real life. When guns took more time to reload multiple pistols would be drawn and fired rather then reload during the fire fight. In WWII the soviets had officers and nco duel wield revolvers to lay do...
- by Ten-Sidhe - at 2013.01.16 12:14:00
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163. [Feedback & Suggestions] A report on Swarm Launchers as a weapon class (Long... - in Feedback/Requests [original thread]
Reducing militia rocket count to three from four, and raising clip size to 3 from 2 could be good for militia. Swarms don't lock through objects, but they used too in old builds. A tank driver may not be able to see a infantry that can see him du...
- by Ten-Sidhe - at 2013.01.05 08:41:00
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164. [request] Change the SL operation skill to something that is relevant in Chromosome - in Feedback/Requests [original thread]
A eve type flight time bonus would be nice. Lock distance and speed stay the same, missile flies longer before self destruct, so dropships have to do the circle to outrun missiles longer with higher level ones. Increases the speed would make d...
- by Ten-Sidhe - at 2013.01.02 20:51:00
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165. [Request] Gear brackets based on Meta Level / Security Setor - in Feedback/Requests [original thread]
Restricting certain items to low and/or null would be better. The way bubbles, bombs, and doomsday can't be used in low, last I checked supercapitals could move in low sec. Like maybe keep officer gear and marauder/black ops hav out of highsec, fa...
- by Ten-Sidhe - at 2013.01.02 20:37:00
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166. Jump Jets - in Feedback/Requests [original thread]
I like the idea. I think the spread between scout and heavy is to much and think assault and logi should be about the same. Maybe double the number of charges, scout needs 3, assault and logi 4, heavy 6. Scout goes from 8 to 5 jumps, assault i...
- by Ten-Sidhe - at 2013.01.02 20:15:00
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167. Bad descriptions - in Feedback/Requests [original thread]
The weapons with overheat don't give all the info. They have a heat gain rate, a heat capacity, a cool down, and an overheat lockup time. The weapons only show a few of these stats. Weapon ranges need a optimal(max damage range) and a fall off ra...
- by Ten-Sidhe - at 2012.12.31 20:32:00
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168. [Suggestion] 1-Week Rolling SP cap - in Feedback/Requests [original thread]
Why not have the sp diminishing return based on the last 100k daily amount? It would remove the need to grind the last bit out, since if you didn't get the last bit of sp it would rollover to next day, and the diminishing return threshold would...
- by Ten-Sidhe - at 2012.12.31 20:22:00
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169. [Suggestions] Rethinking Sniper Rifles - in Feedback/Requests [original thread]
The charge up you describe could be done with the current rate of fire. The tactical could charge with same time as standard, but have 2 shots before needing recharged. Bullet drop could be faked by having the sniper fire 1/45 of a degree downwar...
- by Ten-Sidhe - at 2012.12.31 07:45:00
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170. [1] Weapon IDEA [XGUN-94] Just for fun, B.c I'm bored. made this up.( serio... - in Feedback/Requests [original thread]
The an-94 fire the first 2 rounds at 1800rpm, and if on full auto later rounds at 600rpm. The gun action and magazine recoil together, so the recoil doesn't make the gun kick till after the 2nd bullet has left the barrel. Simplest way to implemen...
- by Ten-Sidhe - at 2012.12.31 06:29:00
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171. Make Inertia Dampeners Tactical - in Feedback/Requests [original thread]
Maybe just the camera jar effect of a mass driver, the air doesn't have enough force to injure, but still pushes against dropsuits near by. It could start weak and have a skill to boost it. Odd situation specific skills like this should reduce the...
- by Ten-Sidhe - at 2012.12.31 06:19:00
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172. melee skill buff - in Feedback/Requests [original thread]
100% mod and 100% from skill would 4 times the base damage, the bonus are multiplied, so it is 135*2*2=540 damage for basic melee. Add a second melee mod and it's 8 times the base damage, 3 and you have 16 times the damage, 2160 damage and the rif...
- by Ten-Sidhe - at 2012.12.30 18:34:00
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173. level 1 heavy bpo. - in Feedback/Requests [original thread]
The heavy bpo may be part of some bundle that hasn't gone on sale yet. I think there should be one. Last I checked the dragonfly was identical to the type-I scout, but without skill requirements. So, the valor scout should be identical, other the...
- by Ten-Sidhe - at 2012.12.30 09:25:00
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174. [Request] Ammo types treated as weapom customization modules - in Feedback/Requests [original thread]
Vehicles with ammo options would be good, I don't know if vehicle scopes would be useful. The vehicle weapon mods would be nice on infantry weapons too. More mods for melee would also be nice. So, my position is pro-ammo, scope, weapon customiza...
- by Ten-Sidhe - at 2012.12.30 09:20:00
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175. Request Making Weaponry - in Feedback/Requests [original thread]
In eve, lasers had lenses that changed range, damage, and colour. This would be nice, aur vanity versions could have some odd colour options. The flashlight seems to easy to abuse. The extra barrel would make it a salvo rifle, I have a thread ab...
- by Ten-Sidhe - at 2012.12.30 09:13:00
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176. Heavy Type-3 - in Feedback/Requests [original thread]
mass driver/swarm or sniper/swarm. It would give multi-role support and target spotting from mountain top to team below.
- by Ten-Sidhe - at 2012.12.30 08:53:00
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177. Assault Rifle Recoil - in Feedback/Requests [original thread]
The dispersion also gets larger, so reduced damage could be from shots going left or right of the target if at long enough range.
- by Ten-Sidhe - at 2012.12.30 08:50:00
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178. Request Stances - in Feedback/Requests [original thread]
The drop shot issue could be avoided by having prone take some time to enter leave, and have weapon unavailable during this time like sprinting. Heavy weapons may require a bipod/tripod upgrade to use while prone, limiting the field of fire when ...
- by Ten-Sidhe - at 2012.12.30 08:49:00
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179. [Request] Ammo types treated as weapom customization modules - in Feedback/Requests [original thread]
The weapons having separate slots makes sense. They should just have a free default item in most of them. For example the ar should have iron sights in scope slot and lead charge in the ammo slot when you by it the way militia lav came with mili...
- by Ten-Sidhe - at 2012.12.29 23:20:00
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180. [Request] Ammo types treated as weapom customization modules - in Feedback/Requests [original thread]
I like the idea of ammo types in dust, like the types in eve. I don't think the eve system of buying individual rounds would work here, due to fps specific issues and lack of cargo hold/backpack space. Something like EvE's Scripts would work, this...
- by Ten-Sidhe - at 2012.12.29 22:53:00
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