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61. Most painful UI components in DUST - in Feedback/Requests [original thread]
Pseudogenesis wrote: Is there anything that can be done to improve menu speeds? Everything is very laggy. Trying to restock a fitting in a battle sometimes takes in excess of a minute when at most it should take 15 seconds. THIS x1000.
- by TheEnd762 - at 2015.07.28 23:29:00
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62. [Idea] Explosive weapons unrestockable at nanohives - in Feedback/Requests [original thread]
Thokk Nightshade wrote: TheEnd762 wrote: 45 REs on one fit is not a problem. People still allowing themselves to be killed by those REs in the same place after the second time is. I agree there. There are people I've killed 6-7 times in ...
- by TheEnd762 - at 2015.07.28 01:19:00
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63. [Idea] Explosive weapons unrestockable at nanohives - in Feedback/Requests [original thread]
45 REs on one fit is not a problem. People still allowing themselves to be killed by those REs in the same place after the second time is.
- by TheEnd762 - at 2015.07.28 01:01:00
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64. Myofibral Stimulant Jumping [Balance Proposal] - in Feedback/Requests [original thread]
My only problem with the suggestion is it reduces their effectiveness against vehicles, which is perfectly balanced.
- by TheEnd762 - at 2015.07.24 22:14:00
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65. Myofibral Stimulant Jumping [Balance Proposal] - in Feedback/Requests [original thread]
Ares 514 wrote: Mobius Kaethis wrote: What do you guys think about the charge time? Too long, too short or just right? I feel like making it too long would make the module useless and too short would not solve the problems the module current...
- by TheEnd762 - at 2015.07.24 21:46:00
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66. [Idea] Explosive weapons unrestockable at nanohives - in Feedback/Requests [original thread]
The grenades in Dust definitely take skill, with their ridiculously long fuses. In most shooters the grenades have a 2-3 second fuse, not a 2-3 MINUTE one.
- by TheEnd762 - at 2015.07.24 15:58:00
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67. Sniping - Current State - in Feedback/Requests [original thread]
Ignorant people think the range nerf got plinkers out of the redline. It didn't. It just made it harder for legit snipers to take them out. Good job, haters.
- by TheEnd762 - at 2015.07.20 07:18:00
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68. Sniping - Current State - in Feedback/Requests [original thread]
I suggest a range/zoom fidelity buff, remove sway, reintroduce perches to maps, then perma-IPban anyone who uses the words "sniper" and "redline" in the same post.
- by TheEnd762 - at 2015.07.19 10:40:00
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69. Sniping - Current State - in Feedback/Requests [original thread]
No bullet drop ever. It wouldn't make it take more skill. It would be an annoying luck game. But let's be honest, that's what sniper-haters want.
- by TheEnd762 - at 2015.07.18 22:49:00
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70. Putting skill into the swarms - in Feedback/Requests [original thread]
Make the person using them invulnerable to damage while they track and you've got a deal. There's already skill needed to use swarms. It's called "not dying before the missiles launch" and "getting off more than two volleys before the cowardly veh...
- by TheEnd762 - at 2015.07.17 23:17:00
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71. Swarm nerf [New idea] - in Feedback/Requests [original thread]
Silver Strike44 wrote: A damage increase would be very necessary if these increased lock on times were implememted as its tough enough to take out high level tanks and dropships as it stands now. I think a dumbfire option should have an even lo...
- by TheEnd762 - at 2015.07.14 08:43:00
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72. Remove Force spawn - in Feedback/Requests [original thread]
+1 Or you end up spawning way back at the MCC because the stupid cursor doesn't stay in frame when you move the map cam.
- by TheEnd762 - at 2015.07.14 07:12:00
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73. Swarm nerf [New idea] - in Feedback/Requests [original thread]
Talos Vagheitan wrote: When a lock is made, the missiles are pretty much always fired immediately, which the pilot can hear. Therefore there would be no point in having the alert. Agreed. So no alert at all, then. Pilots just activate thei...
- by TheEnd762 - at 2015.07.14 05:26:00
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74. Swarm nerf [New idea] - in Feedback/Requests [original thread]
You have some good concepts, just not the best implementation. Make dumbfire lock-on time %25 of what it is currently. Raise guided lock-on time %25. Pilots receive no warning until full guided lock-on has been achieved.
- by TheEnd762 - at 2015.07.14 02:52:00
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75. Rate of fire module discussion. - in Feedback/Requests [original thread]
Great, just what we need. Combat Rifles with even faster ROF.
- by TheEnd762 - at 2015.07.09 19:29:00
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76. punishing the abandment of contracts - in Feedback/Requests [original thread]
Not until we can see the terms of the contract (ally/enemy team members, map, etc) BEFORE accepting it and being thrown into battle. You know, how contracts actually work.
- by TheEnd762 - at 2015.07.08 03:08:00
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77. Remove shield hardener delay - in Feedback/Requests [original thread]
A vehicle's main line of defense is running away like a coward. :P
- by TheEnd762 - at 2015.07.05 00:29:00
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78. Spawn-Kill - in Feedback/Requests [original thread]
How about if you try to throw an RE within 10m of an uplink or CRU, it just blows up in your hands, killing you.
- by TheEnd762 - at 2015.07.03 21:32:00
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79. Are bullet trail colors possible? - in Feedback/Requests [original thread]
Starlight Burner wrote: I'd like to see this. Especially for the Sniper Rifle shots. x Starlight Burner For the colors, or just so you'd have an easy-cheat way of locating snipers?
- by TheEnd762 - at 2015.07.03 21:31:00
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80. Hardener glare - in Feedback/Requests [original thread]
+1 should've been done a long time ago.
- by TheEnd762 - at 2015.07.03 21:29:00
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