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341. [Feedback] Pokey's Feels on the Warbarge - in Feedback/Requests [original thread]
One way to improve things would be to sell components for LP. In this way, you get more for winning, and components would require significant investment to acquire actively, but is still infinitely more attainable for the player who doesn't want t...
- by Vell0cet - at 2015.02.10 07:41:00
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342. [Feedback] Dropships should instantly explode. - in Feedback/Requests [original thread]
This is going to sound crazy, but one of the best experiences I've ever had in DUST was when I was on a platform shooting at an enemy when I look up and to the right and I see a flaming enemy dropship with the back end spinning around as it crashe...
- by Vell0cet - at 2015.02.10 05:39:00
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343. Is anyone else kind of underwhelmed by Warlords 1.0? - in General Discussions [original thread]
It's impressive how much they've been able to accomplish with such limited resources. Having said that, it does feel like the game is moving tangental to where it should be instead of progressing forward. I personally feel all of the effort that...
- by Vell0cet - at 2015.01.27 18:37:00
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344. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
CCP Rattati wrote: Vell0cet wrote: All kinds of EVE things My opinion is that active and passive fitting is perfect for vehicle combat in an FPS. Don't forget, EVE does not have WASD movement, it is inherently less dependent on user inpu...
- by Vell0cet - at 2015.01.27 01:33:00
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345. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: Vell0cet wrote: Thanks for your response. The existing stamina system has been designed to integrate with modules, to accept modifiers from modules, and can accommodate large drops in the values based on actions in-game ...
- by Vell0cet - at 2015.01.26 23:21:00
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346. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: What exactly do you mean "Cut and paste the stamina code with minor tweaks"? A decay and growth function is about as basic as it gets, and that's all the stamina is. What you're asking for ties in with modules both in modif...
- by Vell0cet - at 2015.01.26 22:43:00
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347. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Godin Thekiller wrote: I don't like the idea of caps as it adds another full layer of things you would have to manage while actively controlling your vehicle. It's much easier to do a click based game like that, but not in a active combat setti...
- by Vell0cet - at 2015.01.26 21:52:00
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348. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: I don't think anyone is arguing against Capacitors, but from my dealings with CPM, CCP's current stance "We dont have the resources to do something like that right now" The fact of the matter is that vehicles are messed up ...
- by Vell0cet - at 2015.01.26 21:32:00
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349. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
I see 2 main arguments against capacitors here. A. Capacitors are worse than what we have now and B. capacitors are indeed better, BUT itGÇÖs too much work/unrealistic to add right now so we should wait. In response to A. I would argue that capa...
- by Vell0cet - at 2015.01.26 18:49:00
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350. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Rattati, are capacitors completely off the table? Adding capacitors and real Ewar (e.g. Webs, neuts, tracking disrupters) would solve so many of the balancing problems with vehicles and AV. You could for example brick the thing to hell, but you'd...
- by Vell0cet - at 2015.01.24 07:39:00
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351. Sticky:[Feedback] Experimental and Specialist Weapons - in Feedback/Requests [original thread]
I hate to be negative, because it's great to see development moving forward. I just think adding crafting to DUST is a massive waste of VERY SCARCE developer resources--especially when you have access to the richest virtual economy in gaming histo...
- by Vell0cet - at 2015.01.18 07:13:00
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352. BIOMASSED - new live Dust / Legion podcast - in The Council's Chamber [original thread]
I kept screaming "capacitors would fix that" at my screen to nearly the whole vehicle discussion. They would allow for more complexity to module management, but also allow for things to be run nearly constantly too, which would add interesting opt...
- by Vell0cet - at 2015.01.17 07:39:00
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353. BIOMASSED - new live Dust / Legion podcast - in The Council's Chamber [original thread]
If there is a window, it should not be possible to slowly migrate the time over several battles. E.g. Say the window is from 1:00 to 5:00. It should not be possible to attack at 4:30, then 8:00 the following day, then 11:30 the next day, etc.
- by Vell0cet - at 2015.01.12 23:04:00
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354. @Rattati: Colors for future suits - in Feedback/Requests [original thread]
CCP Rattati wrote: benandjerrys wrote: ...and he has returned to talk about shiny things. How bout pirate faction? The whole blood raider covenant being caldari was silly. I don't know what happened with the current pirate faction gear an...
- by Vell0cet - at 2015.01.07 14:39:00
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355. BIOMASSED - new live Dust / Legion podcast - in The Council's Chamber [original thread]
Awesome episode. The only thing I disagree with was the pushback against the ISK efficiency stat. I get that this would be low for Logis, although they do have crazy WPs to make up for it. One solution would be to give them a commission ISK value ...
- by Vell0cet - at 2015.01.07 04:43:00
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356. CCP WE NEED MORE MAX DROP SUIT FITS!!!!!!!!!!!!!! - in Feedback/Requests [original thread]
CCP Rattati wrote: I am completely aware of this "issue" I can appreciate how this might be one of those accidental "features," but the player experience sucks. If we need to limit the number of fits for technical or balance reasons, we shoul...
- by Vell0cet - at 2015.01.06 15:01:00
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357. The Best Way To Buff Vehicles - in General Discussions [original thread]
The best way to buff vehicles is to add capacitors. This will have several benefits. The first is they could remove the long cool downs and allow players the option of running modules when they want. This adds much-needed flexibility to the system...
- by Vell0cet - at 2015.01.05 15:06:00
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358. retire'ing - in General Discussions [original thread]
Mejt0 wrote: I bet he'll come back. They always do :]. That's the genius of the passive SP system. At a certain point, it becomes impossible to resist logging back in to spend it.
- by Vell0cet - at 2015.01.01 08:59:00
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359. To Rattati: small balancing on ScR. - in Feedback/Requests [original thread]
Fizzer XCIV wrote: Seriously. If you want people to start using th AScR, the best way to do that would be to get rigpd of the shaking, of just tone it down a lot. Its DPS and damage profile are fine. If you are landing all the rounds, like you ...
- by Vell0cet - at 2014.12.30 15:06:00
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360. To Rattati: small balancing on ScR. - in Feedback/Requests [original thread]
Ydubbs81 RND wrote: ...nerf the Scr or introduce a gun that does the same sort of damage to armor. Direct hits with the mass driver will melt armor (+20). I think a flaylock rifle would be cool to add someday, but it's not critical anytime soon.
- by Vell0cet - at 2014.12.30 07:05:00
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