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121. [Proposal] Remove inertial dampener recovery - in Feedback/Requests [original thread]
+1
- by TheEnd762 - at 2015.03.19 10:04:00
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122. AV nades - in Feedback/Requests [original thread]
No, 3 is perfect.
- by TheEnd762 - at 2015.03.15 22:34:00
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123. OP Sidearms - in Feedback/Requests [original thread]
Radec fett wrote: In real life a pistol can kill just as easily as a rifle, why shouldn't it be the same in a game? Have u seen the shot from the bolt pisyol?. If you're going to use that argument, there's no way you're going to score a head...
- by TheEnd762 - at 2015.03.14 09:00:00
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124. Remote Problem - in Feedback/Requests [original thread]
You just want a free RE detector. No.
- by TheEnd762 - at 2015.03.07 23:48:00
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125. [Suggestion] Sidearm only Scouts - in Feedback/Requests [original thread]
No. Because shotguns and sniper rifles. Lightning35 Delta514 wrote: 1 you take away the scouts role of sniping(which no one does on as scout) I do.
- by TheEnd762 - at 2015.03.01 07:00:00
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126. Could you make ISK variants of ALL AUR ITEMS Anyone Agree?! - in Feedback/Requests [original thread]
Warbarge components.
- by TheEnd762 - at 2015.02.24 15:16:00
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127. So I may have trolled the general discussion forum... - in Feedback/Requests [original thread]
The problem with taking away the fire-and-forget lock of swarms is that once you do, you make it easier for them to be used against infantry, and then everyone starts sobbing.
- by TheEnd762 - at 2015.02.23 12:52:00
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128. So I may have trolled the general discussion forum... - in Feedback/Requests [original thread]
I've got an idea. Make a Swarm variant where you can control the missile once it's launched, like the Nikita missiles in the Metal Gear games. You get a fuel reserve, and once it's depleted, the missile blows up. You can also burn the fuel slower/...
- by TheEnd762 - at 2015.02.23 12:48:00
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129. So I may have trolled the general discussion forum... - in Feedback/Requests [original thread]
Night 5talker 514 wrote: So... ...how would you add more skill into using swarms? I wouldn't. You can absolutely solo vehicles in real life, easier than you can in Dust, actually. http://en.wikipedia.org/wiki/FGM-148_Javelin http://en....
- by TheEnd762 - at 2015.02.23 12:41:00
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130. [REQUEST] Advanced notice of any/all extended downtime. - in Feedback/Requests [original thread]
I can't play excuses! :P
- by TheEnd762 - at 2015.02.23 12:34:00
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131. [REQUEST] Advanced notice of any/all extended downtime. - in Feedback/Requests [original thread]
TOPIC Because "UNABLE TO CONNECT" for 1 hour past posted downtime, and not even on weekly reset day. Or just stick to what's posted.
- by TheEnd762 - at 2015.02.23 12:30:00
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132. Pls consider 'passanger kick' function - in Feedback/Requests [original thread]
A pilot can't eject you into the enemy redline if you jump out before the dropship gets there. I already fly my DS into the enemy redline and ditch it. Why? Because some blueberry won't get his stupid rump out so I can recall it. But if I could'...
- by TheEnd762 - at 2015.02.19 12:07:00
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133. Large Railgun turrets need dispersion - in Feedback/Requests [original thread]
If you're good enough to hit an enemy with the rail gun turret at those distances, you deserve the kill. If they stood still long enough to get hit, they deserved to die.
- by TheEnd762 - at 2015.02.17 11:29:00
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134. RE timed grenades - in Feedback/Requests [original thread]
Text Grant wrote: Starlight Burner wrote: hmm, Scout with ultra dampeners throws REs like a grenade... Completely working as intended.. Suuuuure. REs should have a longer activation charge and the damage/range from the RE should be looked ...
- by TheEnd762 - at 2015.02.11 17:45:00
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135. RE timed grenades - in Feedback/Requests [original thread]
Match Omega wrote: Vesta Opalus wrote: Kain Spero wrote: I think the current issue with the RE is that the activation delay starts as soon as the RE is in the air and it is the same as the grenade (5 seconds). The activation delay for the...
- by TheEnd762 - at 2015.02.11 10:55:00
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136. RE timed grenades - in Feedback/Requests [original thread]
DRT 99 wrote: And camping uplinks with REs is the right way to play? Frizbeeing REs when youre outgunned is the right way to play? The point is, there is no "right" way to play.
- by TheEnd762 - at 2015.02.11 06:16:00
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137. RE timed grenades - in Feedback/Requests [original thread]
One Eyed King wrote: The "problem" is that normally when this happens, you are in the middle of a fire fight and too focused on that to be aware of the rest of your surroundings. Most times the REs aren't even thrown directly at you, so you hav...
- by TheEnd762 - at 2015.02.11 04:10:00
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138. RE timed grenades - in Feedback/Requests [original thread]
The problem is the fuse on grenades is too long for the pathetic damage they do, so people use REs instead. EDIT: Oh, and their crap capacity too.
- by TheEnd762 - at 2015.02.10 14:00:00
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139. Disable null cannons when in contested state - in Feedback/Requests [original thread]
I know the MCCs still shoot each other (which should be done away with too, or just left as a cosmetic thing that doesn't actually do any damage), but yeah, the null cannons definitely still shoot while contested. The MCC missiles don't do enough ...
- by TheEnd762 - at 2015.02.07 11:41:00
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140. Disable null cannons when in contested state - in Feedback/Requests [original thread]
Then why do MCCs still take damage and get destroyed, causing battles to end, when there's only one null cannon, and it's in a contested state?
- by TheEnd762 - at 2015.02.07 09:20:00
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