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21. Weapons, Companies, and Their Makers - in General Discussions [original thread]
Ishukone trades with minmatar, they developed the antidote for Vitoc drug addiction used to control minmatar slaves by the Amarr. There are other cases of cross faction items, the nanohives are caldari but one varient is Allotek. Allotek is part ...
- by Ten-Sidhe - at 2013.10.26 18:08:00
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22. [request] inertia on suits - in Feedback/Requests [original thread]
They already added an inertia system during one of the beta builds. The inertia could be turned up a little more, it is set so low it is almost unnoticable. With the suits and modifications to the cloned soldiers bodies, we should be able to mo...
- by Ten-Sidhe - at 2013.10.26 09:25:00
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23. Balancing Cloaking devices - in Feedback/Requests [original thread]
Dev mentioned long time ago the plan was o have it not effect passive or active scans. So a high signature could make a red chevron pop up over cloaked player. They also mentioned it would not be scout limited, even hav will hav some option to cl...
- by Ten-Sidhe - at 2013.10.26 09:03:00
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24. Announcement:Weapon stats! - in General Discussions [original thread]
ROF is in time interval between shots. 60 divided by the decimal will give the rounds per minute.
- by Ten-Sidhe - at 2013.10.25 07:41:00
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25. Announcement:Weapon stats! - in General Discussions [original thread]
AR get the sharpshooter skill, rail may not. I would also expect more kick from a rail then a plasma weapon. So, the actual applied dps may be lower for the rail if it has more kick and dispersion. The applied damage should be lower, if it is as h...
- by Ten-Sidhe - at 2013.10.25 07:39:00
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26. Fall off damage for projectile weapons? or bullet drop - in Feedback/Requests [original thread]
The absolute range on ar and scrambler is 250m. They do full damage to optimal range, this slopes to about 30% at effective range, then last 30% slopes to zero at 250m.
- by Ten-Sidhe - at 2013.10.24 19:40:00
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27. Fall off damage for projectile weapons? or bullet drop - in Feedback/Requests [original thread]
At the speed rail weapons fire projectiles bullet drop at max sniper range is few cenimeters, not worth the trouble. Close range hmg/smg it would not be noticable on projectiles either. Travel time on fast moving target would make a diffrence thou...
- by Ten-Sidhe - at 2013.10.24 19:37:00
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28. Vehicle armor plates should reduce speed and acceleration - in Feedback/Requests [original thread]
I don't think vehicles need a nerf. The penalty if changed should effect both infantry and vehicle mods. I Think the plates should be left alone until the new vehicle balance and planned shield penalty is implemented. In the event shields are over...
- by Ten-Sidhe - at 2013.10.23 10:09:00
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29. Charge shot solid slug shotguns?? - in General Discussions [original thread]
The current shotgun fires a spread of plasma out a odd shaped barrel. A single shot would probably need a different barrel, similar to modern slugs need a straight choke. The Minmatar shotgun, once we have it, should be more conventional and a sl...
- by Ten-Sidhe - at 2013.10.23 10:04:00
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30. - EVE Vegas 2013 GǣDust 514: Past Present & FutureGǥ Lecture Notes. - - in General Discussions [original thread]
The EvE warbarge mechanic sounds good, nice role for those of us that play both eve and dust. I belive they were only hoping for the main racial varients in 1.8, with other stuff being next year or so. If we get 1/2 the racial varients by then an...
- by Ten-Sidhe - at 2013.10.20 08:18:00
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31. Vehicle armor plates should reduce speed and acceleration - in Feedback/Requests [original thread]
By physics it wouldn't lower speed at all, only acceleration. They are following "eve physics", this point has been brought up on the eve fourms too. EvE plates also add mass that affects turning and acceleration. Top speed racers on dry lakes ad...
- by Ten-Sidhe - at 2013.10.20 07:58:00
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32. Sticky:Factional Contract Loyalty Points and Loyalty Store - in Feedback/Requests [original thread]
You can only use a heavy weapon damage mod on an amarr suit at the moment. Once we get the other 3 heavy suits they will add the damage mod to the other stores. Until then why would minmatar give out gear only usable on amarr suits? Each type of ...
- by Ten-Sidhe - at 2013.10.20 07:35:00
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33. swarms (surface to air missiles) - in Feedback/Requests [original thread]
Oh, guided grenades do now exist. Textron's Battle Hawk is being developed now. A 40mm grenade attached to a 5ib drone that circles for up to 30min looking for the target once launched from spring loaded tube by soldier. Swap the tv/gps sensors fo...
- by Ten-Sidhe - at 2013.10.03 07:52:00
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34. swarms (surface to air missiles) - in Feedback/Requests [original thread]
That is why the ar uses plasma, to go through all that armour. A modern assault rifle may out range plasma weapons but would just chip the paint of our suits. Real life research into plasma weapons was done and stopped due to the short range plasm...
- by Ten-Sidhe - at 2013.10.03 06:56:00
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35. swarms (surface to air missiles) - in Feedback/Requests [original thread]
A number of sams can be guided on to surface targets. Rim-8 Talos, Sm-2 standard, RBS-70, Starstreak, ect.. IR seeker of javelin anti-tank missile and stinger manpad are similar enough a software change could allow them to lock on the opposite ta...
- by Ten-Sidhe - at 2013.10.02 08:43:00
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36. [Request] The ability to edit the weapons - in Feedback/Requests [original thread]
Attachments and more are planned, but more important things are being worked on first. The caldari rail rifle from picture for example. When devs said it was coming it was called attachments/gunsmith/rigs. This seems to suggest some kind of cross...
- by Ten-Sidhe - at 2013.09.19 07:05:00
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37. [Request] A titan-like vehicle for dust - in Feedback/Requests [original thread]
MCC was planed to be player controlled eventually. It is the size OP suggested. Trailer showed hull cost of 120 million isk, if I remember correctly. This will not be feasible until we have larger teams, less of map in readzone, better PC mechani...
- by Ten-Sidhe - at 2013.09.01 21:50:00
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38. Scanners, minimap and pulsing - in General Discussions [original thread]
In closed beta, base range was 15m and 25m for scouts. Scan range was nerfed to 10m for all. It would be nice if scouts kept a proportionally longer scan range, say 15m base vs 10m for other suits.
- by Ten-Sidhe - at 2013.08.29 19:11:00
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39. Scanners, minimap and pulsing - in General Discussions [original thread]
The scanner skills are not all 5% per level. The scan resolution and signature skills are 2% per level and the scan radius is 10% per level. So an assault can scan a max of 15m before mods. With a complex range extender, it is 21.75m. With 2 it ...
- by Ten-Sidhe - at 2013.08.29 19:07:00
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40. Observations on scan radius, chevrons, etc - in General Discussions [original thread]
CCP has said the scan profile and range is separate from chevron the showing up when target is aimed at. The range you get chevron when aiming at is suppose to be the absolute max range of the weapon. 599m for sniper and rails 300m for forge 250m...
- by Ten-Sidhe - at 2013.08.27 07:44:00
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