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81. nova knife bonus - in General Discussions [original thread]
LUGMOS wrote: Texs Red wrote: Reign Omega wrote: Why do minja get a bonus to caldari knives? Why do the Caldari have a Gallente weapon? Wut... are you talking about? Think about it. The Caldari favor long range, kinetic weapon...
- by Texs Red - at 2014.03.12 01:55:00
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82. nova knife bonus - in General Discussions [original thread]
Reign Omega wrote: Why do minja get a bonus to caldari knives? Why do the Caldari have a Gallente weapon?
- by Texs Red - at 2014.03.12 01:48:00
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83. High Slot Modules - in General Discussions [original thread]
Martyr Saboteur wrote: (H)Heat Sink (-Weapon Heat Generation) (L)Cooling Array (+Weapon Cool Down Speed) (L)Cycling Computer (+Weapon RoF) (H)Servo Upgrade (+Jump Height) (H)Upgraded Gyroscope (+Strafe Speed) I would want some kind of p...
- by Texs Red - at 2014.03.11 22:13:00
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84. [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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85. The dual tanking conundrum - What is it, problems, and how to solve ... - in General Discussions [original thread]
Personally I don't see a problem with dual tanking being a thing but what is the problem is the lack of other options that have any significance. As things look for 1.8 it will look like that only thing useful for high slots will be shield modul...
- by Texs Red - at 2014.03.10 20:10:00
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86. [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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87. [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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88. Heavies in 1.8... maybe a little to much? - in General Discussions [original thread]
My only issue is when I am using my scout suit and manage to sneak up on a heavy with my AR. The TTK will be so great on heavies that before my AR can kill him, he will be able to turn 180 degrees and mow me down with his HMG or RR or whatever. S...
- by Texs Red - at 2014.03.09 15:21:00
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89. There needs to be a in and out of vehicle animation. - in General Discussions [original thread]
It would be nice if an animation of exiting a dropship would let me choose to exit from either side or the back. I really hate landing on a narrow platform with room to my left and right then fall because my merc got out the back, and you can't ac...
- by Texs Red - at 2014.03.08 04:21:00
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90. Let's talk dust : Should scout really be called scout? - in General Discussions [original thread]
I think the Caldari scout could be very scout like, mostly due to it's bonuses to passive scan range/precision. Perhaps the Gallente scout should get the bonus to active scanners instead of the Gal logi plus it's bonus to profile damp. Although t...
- by Texs Red - at 2014.03.08 03:43:00
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91. The magsec SMG will be the next big scout weapon. - in General Discussions [original thread]
Tectonic Fusion wrote: It's got the range, the power, it probably has low CPU/PG requirements, and it's derped (not silenced). It only sucks that damage mods will be pointless, because this would be a great damage modded gun you could run aroun...
- by Texs Red - at 2014.03.07 20:48:00
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92. PROXIMITY EXPLOSIVES.... UP OR OP - in General Discussions [original thread]
You have to be tactful about where you put them and so they fair better for me on skirmish and dom because points of activity are more defined. Try to put them on the downhill side of slopes so it is harder for them to see it before it is too lat...
- by Texs Red - at 2014.03.06 18:55:00
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93. Magsec SMG OP - in General Discussions [original thread]
Asher Night wrote: Are you new to FPS's? How is that totally wrong? All weapons should compete with each other. Battlefield, Resistance, MAG (probably Cod but I've never played it) - all FPS's with SMG's make them competitive to all other run...
- by Texs Red - at 2014.03.05 19:55:00
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94. 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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95. Magsec SMG OP - in General Discussions [original thread]
Leadfoot10 wrote: When do most people pull out sidearms? When their primary weapon runs out of ammo, and you need to quickly finish off your opponent. With a 0.3s delay, the Magsec SMG will have a serious disadvantage when compared with other...
- by Texs Red - at 2014.03.05 17:26:00
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96. Magsec SMG OP - in General Discussions [original thread]
To be honest I am unsure why they reduced the damage on the AR at all. If it has the shortest range, why then, does it have the second worst DPS? The Magsec SMG is OP, either reduce it's DPS notably or increase the DPS on the AR notably.
- by Texs Red - at 2014.03.05 17:00:00
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97. Magsec SMG OP - in General Discussions [original thread]
Ripley Riley wrote: The MagSec SMG has a charge up time (0.30, higher than the RR's 0.25) whereas the AR doesn't. The AR reloads faster and has a larger clip. I don't dispute that. What does bother me though is that now AR level performanc...
- by Texs Red - at 2014.03.05 14:52:00
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98. Magsec SMG OP - in General Discussions [original thread]
AR in 1.8 48 meters optimal, 78 effective 412.5 DPS at prototype 1,980 damage per clip (barely capable of killing well tanked 1.8 sentinal suits) Magsec SMG 48 meters optimal, 66 effective 427.7 DPS at prototype 2,079 damage per clp The Magsec S...
- by Texs Red - at 2014.03.05 14:38:00
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99. [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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100. Hot SP tip for 1.8. - in General Discussions [original thread]
Depending on how useful cloaks are in a squad setting I may or may not use it on my scout suit. In which case I will probably end having a scout/logi type suit where I have scans and a rep tool while my buddy carries nanohives and a needle. Then m...
- by Texs Red - at 2014.03.04 21:56:00
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