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221. Sticky:Hotfix Delta - Sniper Rifle Numbers - in Feedback/Requests [original thread]
CCP Rattati wrote: That all said and done, A few of you, the tacSR still has sway so you have to skill up properly for it to work, but again, we will be keeping an eye out for it being OP. The % based ammo, I agree, we won't be able to fix ...
- by Thokk Nightshade - at 2014.09.16 00:05:00
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222. Sticky:Hotfix Delta - Sniper Rifle Numbers - in Feedback/Requests [original thread]
hfderrtgvcd wrote: No one enjoys getting killed before they can even react Oh, liked cloaked scouts with Shotguns and Nova Knives? I'm pretty sure it's annoying as hell when I spawn in, take 2 steps, and then get knifed in the back and inst...
- by Thokk Nightshade - at 2014.09.15 23:12:00
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223. Sticky:Hotfix Delta - Sniper Rifle Numbers - in Feedback/Requests [original thread]
Snake Sellors wrote: Hey rattati, Thanks for raising the charge ammo up to 18. Any thoughts on the sniper ammo skill? I think this means that a charge user at level 5 gets an extra 2.7 bullets. I doubt that I can fire 0.7 of a bullet.. unless t...
- by Thokk Nightshade - at 2014.09.15 23:09:00
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224. Sticky:Hotfix Delta - Sniper Rifles - in Feedback/Requests [original thread]
CCP Rattati wrote: Symbioticforks wrote: I know what I want to say, but how to say it.. Current Review : Charge Sniper Rifle The most viable sniper rifle at consistently killing infantry if you're a rather accurate marksman. For those who ...
- by Thokk Nightshade - at 2014.09.12 01:36:00
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225. Sticky:[Feedback] Hotfix Delta Narrative - in Feedback/Requests [original thread]
Cat Merc wrote: Right-wing Extremist wrote: Cody Sietz wrote: and their 1 death came from a guy who had to fly into the redline just to kill them. Then he died. So you think a heavy, running with a Logi, being in a firefight...on the poi...
- by Thokk Nightshade - at 2014.09.12 00:21:00
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226. Sticky:Hotfix Delta - Sniper Rifles - in Feedback/Requests [original thread]
Symbioticforks wrote: Any serious sniper would no longer use the Charge Sniper Rifle is the clip size was reduced to 3. It's nonsense, and ruins the gun. Keep the headshot damage same as standard (they only increased the charge by 25%) for 2 ...
- by Thokk Nightshade - at 2014.09.11 23:06:00
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227. Sticky:Hotfix Delta - Sniper Rifles - in Feedback/Requests [original thread]
The range nerf? I'm fine with that. I'm never in the red line anyways. In fact I'm normally hiding in plain sight. I also love the other changes suggested on the whole. It makes Sniping more of a skill and will separate the wheat from the chaff re...
- by Thokk Nightshade - at 2014.09.11 22:59:00
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228. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
Vulpes Dolosus wrote: In general, you never want to use more than 3 mods that have a similar stacking penalty. And in all honestly, unless you're in a position where you need damage over anything else (sniping, forging mostly), use enh damage ...
- by Thokk Nightshade - at 2014.09.03 18:14:00
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229. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
Yeah, I went through and figured out what 5 complex damage mods would do. After 2, it drops off quite a bit. The 4th complex damage mod only does like 2% and the 5th one only does .74%. 2 is worth it, 3 and four I can throw on if I don't plan on g...
- by Thokk Nightshade - at 2014.09.03 03:36:00
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230. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
Cass Caul wrote: Thokk Nightshade wrote: Damn it! Well that just sucks then. How am I supposed to run 5 damage mods if I'm not getting any worthwhile bonuses out of it? LOL Run a commando with 3 damage mods But, but I like my 5.... ...
- by Thokk Nightshade - at 2014.09.03 02:30:00
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231. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
So, by running 5 complex damage mods, I'm still at 21.27%. The last one is only.74% so negligible. I guess that means 4 complex damage mods an enhanced shield extender then. Thanks for the info and the link, gentlemen.
- by Thokk Nightshade - at 2014.09.03 02:27:00
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232. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
Damn it! Well that just sucks then. How am I supposed to run 5 damage mods if I'm not getting any worthwhile bonuses out of it? LOL
- by Thokk Nightshade - at 2014.09.03 02:25:00
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233. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
So for maximum results, I would go 2 Complex damage mods, then 2 enhanced damage mods, and 1 basic damage mod? that would give me the highest possible DPS? I'm seeing 13.51 + 9.56 + 3 for a total of 21.87%
- by Thokk Nightshade - at 2014.09.03 02:19:00
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234. complex light damage modifier stacking penalty question - in Feedback/Requests [original thread]
So, I'm not totally sure on the math here (because I've never seen any specifics on what the penalty actually is) and I was wondering if any of you kind forum warriors could give me some help. At what point, due to the stack penalty, is it no lon...
- by Thokk Nightshade - at 2014.09.03 01:36:00
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235. [Idea] - New high slot module "Armor Repair Overdrive" - in Feedback/Requests [original thread]
Are there stacking penalties on these bad boys? Because if not, I could see a HUGE OP issue. So let's just say I want to deck out my Proto Cal logi for armor. I could run 4 armor plates and 5 armor repair overdrives (4 low slots & 5 high slot...
- by Thokk Nightshade - at 2014.07.17 22:29:00
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236. Caldari Heavy Weapon Proposal - in Feedback/Requests [original thread]
Boot Booter wrote: Heavy weapons, no matter what race or design MUST fulfill a specific niche. If they don't you'll just have high eHP suits with versatile high dps weapons. Imagine RR heavies times two. Keep this in mind when thinking about ...
- by Thokk Nightshade - at 2014.07.17 22:12:00
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237. Caldari Heavy Weapon Proposal - in Feedback/Requests [original thread]
The-DON of-DOT-MAFIA wrote: Caldari shielded heavies deserve an M240 Bravo type HMG- but scifi rail tech, big rounds goin down range...oh ya, come get some! Yeah, a 240B or a M2 50 cal would be sweet as hell :) This is essentially a 240B wit...
- by Thokk Nightshade - at 2014.07.17 20:58:00
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238. Caldari Heavy Weapon Proposal - in Feedback/Requests [original thread]
Argetlam Thorson wrote: Thokk Nightshade wrote: I guess it is basically a bigger, badder Mass Driver, but I'm not sure which race "claims" the mass driver. That would be Minmitar. Minmitar=Projectile/Explosive-----------Rust Colored Cald...
- by Thokk Nightshade - at 2014.07.17 20:55:00
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239. Caldari Heavy Weapon Proposal - in Feedback/Requests [original thread]
Argetlam Thorson wrote: I still think the Amarr heavy weapon should be essentially a giant scrambler rifle or laser rifle. New, original concept? Not really, but if you fiddled with the stats to make it more an AV weapon than an AI one, it coul...
- by Thokk Nightshade - at 2014.07.17 01:06:00
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240. Caldari Heavy Weapon Proposal - in Feedback/Requests [original thread]
Leeroy Gannarsein wrote: Might be worth either higher DPS or range; right now it'll get killed by an AR at 50m what with strafe speeds and hitboxes on top of AR having flat out more DPS. I tried to make in on par distance wise with a RR, b...
- by Thokk Nightshade - at 2014.07.17 00:33:00
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