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201. Increase Sniper Rifle Damage - in Feedback/Requests [original thread]
Actually nerf damage, buff headshot multiplier, and add bullet travel time
- by Text Grant - at 2014.01.31 03:31:00
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202. Passive armour rep skill - in Feedback/Requests [original thread]
This would be awesome for scouts, and commandos
- by Text Grant - at 2014.01.30 17:28:00
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203. fix sniper rifles - in Feedback/Requests [original thread]
TheEnd762 wrote: You're overestimating the length of 1/5 of a second, and not taking into account the problems with rendering and hit-detection when trying to engage a scout at 500m. Do the math yourself then since you're so brilliant.
- by Text Grant - at 2014.01.23 03:17:00
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204. fix sniper rifles - in Feedback/Requests [original thread]
TheEnd762 wrote: Text Grant wrote: Yes fix snipers. Raise the headshot multiplier, lower the damage, and add bullet travel time. Sniper rifles have always had bullet travel time in Dust. It's 2500m/s. They are actually hit scan. If you ...
- by Text Grant - at 2014.01.23 03:06:00
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205. [Suggestion/Feedback] A Fix to Matchmaking - Low Security Contracts GǣRisk = ISKGǥ - in Feedback/Requests [original thread]
I'd like a high sec battle as such: Infantry only Militia gear and basic gear only
- by Text Grant - at 2014.01.23 02:46:00
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206. fix sniper rifles - in Feedback/Requests [original thread]
Yes fix snipers. Raise the headshot multiplier, lower the damage, and add bullet travel time.
- by Text Grant - at 2014.01.23 02:29:00
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207. Sniper gameplay - in Feedback/Requests [original thread]
Yes. Give snipers around 100 damage per bullet with 10x damage for head shots and better zoom but also bullet travel time.
- by Text Grant - at 2014.01.16 04:01:00
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208. [Request] Vehicle damage WP for AV - in Feedback/Requests [original thread]
I'd personally rather have a few more "kill" war points from my AV. Tanks are OP
- by Text Grant - at 2014.01.10 03:46:00
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209. New High Slot Module - in Feedback/Requests [original thread]
Scout? No. I'd run it on my logi or assault.
- by Text Grant - at 2014.01.08 01:58:00
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210. MCC Sniping - in Feedback/Requests [original thread]
When I put my crosshairs on an enemy's head it should light up red and say 195%. When a sniper is on the MCC and I do that it says 0% and other information about the MCC. So no. It may be a glitch but it's being exploited too much and it shouldn't...
- by Text Grant - at 2014.01.07 14:06:00
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211. MCC Sniping - in Feedback/Requests [original thread]
Please remove this gameplay. The MCC shield completely guards the sniper from any harm and as such has no place in our gameplay. Request 1: let infantry fall into the MCC instead of walking on top of it. Request 2: put all MCC's a few meters into...
- by Text Grant - at 2014.01.07 02:55:00
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212. Vehicle Call-in Delay - in Feedback/Requests [original thread]
Or maybe all players spawn immobile until the "start" of the match only able to view the battlefield for 10 seconds. This way no player gets a head start at anything. With the laggy deployments I see your problem.
- by Text Grant - at 2014.01.06 03:28:00
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213. Feedback / Request : Lower the damage out put on the CR and RR already . - in Feedback/Requests [original thread]
I'm imagining a basic heavy with a basic hmg.... Unless you skilled into heavy suits to run your sniper on?
- by Text Grant - at 2014.01.06 03:15:00
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214. The Real Problem with Tanks... - in Feedback/Requests [original thread]
Why hasn't CCP fixed this obvious problem yet?
- by Text Grant - at 2013.12.30 05:19:00
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215. Request: give snipers a rebalance or get rid and give our sp back please - in Feedback/Requests [original thread]
TheEnd762 wrote: +1, snipers need some love, but CCP hates them, and idiots think they don't support/only shoot from the redline. That's because snipers DO fire from the redline. We need a 3 minute timer to exit our friendly redline or die. A...
- by Text Grant - at 2013.12.30 05:02:00
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216. Fix the RE's - in Feedback/Requests [original thread]
abarkrishna wrote: Daxxis KANNAH wrote: CCP, please fix them as soon as possible. What is the benefit of making them sticky if 90% of the placements cause the explosive to be nullified. Now I have to painstakingly aim to place them in very ...
- by Text Grant - at 2013.12.24 05:42:00
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217. Tanks for listening - in Feedback/Requests [original thread]
Alena Ventrallis wrote: Math time. Sica has 2650 shield and 1500 armor. Proto swarms have 220 damage with 6 missiles, for a total of 1320 damage. add in sica's 20% resistance to missiles, we get 1056 total damage. x3 swarms is 3168 damage. ...
- by Text Grant - at 2013.12.24 05:34:00
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218. The problem with Tanks verses AV - in Feedback/Requests [original thread]
CLONE117 wrote: im fine with the new tank stats and such... as i feel tank vs tank combat feels more balanced. but a maddy or gunlogi still holds the advantage over mlt tanks. unless they were fitted worse than the mlt tank they were going ...
- by Text Grant - at 2013.12.24 05:18:00
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219. Light Weapon Fire From Dropship - in Feedback/Requests [original thread]
Shotgun Famous wrote: I want to be able to fire my sniper rifle or say a rail rifle from the non heavy gunner position of a dropship. Get it done dammit! This has been brought up and shut down. CCP went to worst case and assumed we would have...
- by Text Grant - at 2013.12.23 04:51:00
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220. The problem with Tanks verses AV - in Feedback/Requests [original thread]
TheEnd762 wrote: True Adamance wrote: Yeah so use you head, a little pinch of team work, and a tank goes down easily. That's a nice dream. In reality the tank activates it's hardeners, mows everyone down with the incidental help ot it's f...
- by Text Grant - at 2013.12.19 03:10:00
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