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21. my "thoughts" on scouts // suggestions for bonuses - in Feedback/Requests [original thread]
Baal Omniscient wrote: I would just like to say that as long as a damped Cal or Gal scout is able to tell where you are looking, there are always going to be assaults/heavies/logis getting RE's/shotties to the face as soon as they round a corne...
- by Texs Red - at 2014.06.08 12:50:00
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22. my "thoughts" on scouts // suggestions for bonuses - in Feedback/Requests [original thread]
knight guard fury wrote: the caldari scout: it is a great shield tanked scout and is superior at passive scan, and i agree with the recent nerfs to them. i do agree that the precision bonus should be at 3% instead of 5, but the range should...
- by Texs Red - at 2014.06.07 17:39:00
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23. Shield module changes (SPREADSHEET INSIDE) - in Feedback/Requests [original thread]
I agree with the the proposed changes to shield tanking. However, as a Gallente armor tanker, it would leave me really disappointed because shield tankers would have all of the versatility in fits if they so chose while I am forced to select betwe...
- by Texs Red - at 2014.06.06 21:30:00
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24. [Suggestion] Sidearm only Scouts? - in Feedback/Requests [original thread]
CCP Rattati wrote: I think the inherent strength of DUST 514 is the fitting freedom and I don't like hardcoding these choices. However, because it is hard to create weapons for classes like the Assault, without making them equally good for Scou...
- by Texs Red - at 2014.06.04 16:26:00
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25. [Feedback] The Glaring Issue with Factional Warfare in 1.7 - in Feedback/Requests [original thread]
Maken Tosch wrote: Texs Red wrote: Personally I think they should leave the current mechanics but instead add a multiplier to the LP payout. The worst your faction is doing, they more they will pay you per victory. This way we let greed be t...
- by Texs Red - at 2014.03.10 20:31:00
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26. [Feedback] The Glaring Issue with Factional Warfare in 1.7 - in Feedback/Requests [original thread]
Personally I think they should leave the current mechanics but instead add a multiplier to the LP payout. The worst your faction is doing, they more they will pay you per victory. This way we let greed be the balancing factor, not forced mechanics.
- by Texs Red - at 2014.03.10 19:27:00
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27. [Feedback] The Glaring Issue with Factional Warfare in 1.7 - in Feedback/Requests [original thread]
My best guess is that the Gallente and Minmatar have become so widely known as "easy win" factions that they have become bloated with players who want to be carried by the rest of their team for an easy victory. Most organized groups who want a "c...
- by Texs Red - at 2014.03.10 19:06:00
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28. 1.8 SMG NERF FEEDBACK - in Feedback/Requests [original thread]
Just go use the Magsec SMG, it has great DPS than the AR and equal range as well. It has a .3 sec pre-charge but I am sure a good user can work past that.
- by Texs Red - at 2014.03.05 17:47:00
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29. [Weapon Idea] Gallente Neutron Rifle - in Feedback/Requests [original thread]
In the end it needs to either have more shots per mag or more damage per shot. Nobody wants a weapon just for wounding and with the current stats given this weapon lacks any serious killing power, especially against 1.8 sentinel suits.
- by Texs Red - at 2014.03.04 23:04:00
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30. Vehicle + AV imbalanced explained by Judge - in Feedback/Requests [original thread]
General12912 wrote: false. at close range, the blaster outperforms the railgun in a 1v1 tank battle. ive beaten two standard tanks with standard railguns at once while driving a soma as a matter of fact. Then they were bad tankers or you ca...
- by Texs Red - at 2014.03.04 00:08:00
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31. [Weapon Idea] Gallente Neutron Rifle - in Feedback/Requests [original thread]
Aeon Amadi wrote: Quick update: I still really hate the short effective range and the one-shot aspect of it. If it's only got one shot and doing only 400 damage, it definitely needs a strong headshot modifier to encourage skill, otherwise I'm m...
- by Texs Red - at 2014.03.03 18:27:00
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32. Dropship exit point - in Feedback/Requests [original thread]
Or if they actual had an enter/exit animation that you were semi in control over. Kind of silly how you "teleport" inside and out of the dropship.
- by Texs Red - at 2014.03.02 22:18:00
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33. SENTINELS: RR Vs HMG? - in Feedback/Requests [original thread]
D legendary hero wrote: yeah. But remember, 792DPS * 0 rounds hitting target = 0DPS. for the first second after you press the trigger on an HMG your bullets are flying everywhere, you are doing nothing even close to 792DPS. so, thats alreagy...
- by Texs Red - at 2014.02.28 23:37:00
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34. SENTINELS: RR Vs HMG? - in Feedback/Requests [original thread]
Perhaps you should actually do the math before posting about it: Proto RR: 465.3 DPS 461.54 RPM / 60 = 7.694 RPS (Rounds Per Second) 7.694 RPS * 60.5 damage per bullet = 465.487 DPS Proto HMG: 792 DPS 2400 RPM / 60 = 40 RPS 40 RPS * 19.8 damage ...
- by Texs Red - at 2014.02.28 16:17:00
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35. Disappointed with Amarr Faction Pack (Where's the Gold?) - in Feedback/Requests [original thread]
I would tell you how I feel about my Gallente pack I bought two days ago but I have yet to get them
- by Texs Red - at 2014.02.27 23:21:00
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36. [Proposal] Redesigned HUD (Visuals included) - in Feedback/Requests [original thread]
That looks very nice, it looks like a real HUD lol Only problem I could see is that you have so much information up there that one might start to lose peripheral vision. Could easily be solved though be allows us to customize our HUD with what we...
- by Texs Red - at 2014.02.25 04:10:00
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37. 1.8 Amarr scout vs Gal scout - in Feedback/Requests [original thread]
Awry Barux wrote: That's a cool way of looking at the Amarr scout, but it seems to me that it can still be easily beaten on EHP by the Gal Scout due to the fact that the Amarr scout will need a repper, while the Gal scout can get by on the bui...
- by Texs Red - at 2014.02.25 00:38:00
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38. Heavies you'll like this! - in Feedback/Requests [original thread]
I would like to point out that in EVE the tanking method is usually defined by slot lay out, not base HP. Ex racial battleships: Amarr Apocalypse: 7000 armor, 6000 shields. 7 lows, 4 mids (= our highs) Caldari Rokh: 8500 shields, 7000 armor. 5 l...
- by Texs Red - at 2014.02.24 21:31:00
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39. 1.8 Amarr scout vs Gal scout - in Feedback/Requests [original thread]
Awry Barux wrote: tl;dr: GalScout: Built in STD range enhancer, ADV repper, PRO dampener, higher base speed AmarrScout: +30EHP, built in STD cardiac regulator With identical slot layouts, that does not look balanced. Well now that you incl...
- by Texs Red - at 2014.02.24 20:48:00
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40. 1.8 Amarr scout vs Gal scout - in Feedback/Requests [original thread]
Because the Gallente are supposed to be regeneration armor tankers vs the amarr buffer tankers. So in theory the Gallente would mix plates with armor reps, resulting in less health but can regenerate, while the Amarr would just stack all plates fo...
- by Texs Red - at 2014.02.24 17:10:00
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