Pages: 1 2 3 4 5 6 7 [8] 9 10 |
141. Apex suit feedback and IDEA - in Feedback/Requests [original thread]
I was about to say something that we could instead just choke the CPU/PG on the APEX line to keep it from being a free protosuit chassis, but my idea is slightly more in depth than "APEX whatever" fittings equal "STD whatever" fittings. Rather, t...
- by Victor Moody Stahl - at 2014.11.13 00:38:00
|
142. APEX LOGI SUIT MAJOR ISSUE - in Feedback/Requests [original thread]
Just chiming in on my own UTILITY BELT, from right to left: Scanner (because fatties love scans), Links or Needle (IE, my triage gear), and then hives all the way on the left (cause fatties love hives, and so do ARRs). Then, as John mentioned, t...
- by Victor Moody Stahl - at 2014.11.12 05:54:00
|
143. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Well, MD's aren't good against sneaky-bastard scouts who are speed tanked, because as you said, they tend to close very fast. However, light-assault scouts who abuse the lack of strafe inertia* get wrecked pretty hard because they can't outstrafe ...
- by Victor Moody Stahl - at 2014.11.12 00:18:00
|
144. Sticky:Balance Hotfix - in Feedback/Requests [original thread]
As a part time heavy, I approve of normalized heat buildup on HMGs. Side note: can the Burst HMG get a 450 round mag, instead of 425? It just bugs me that it holds 9 bursts and change instead of ten full bursts. Just to be clear, don't touch the ...
- by Victor Moody Stahl - at 2014.11.11 06:14:00
|
145. To Rattati: Charge time on the ARR - in Feedback/Requests [original thread]
I too support the ARR not receiving extra charge time. If it is intended as the close quarters RR variant, then it needs a reduced charge time compared to the regular RR. Perhaps even tweak it down slightly, to 0.25 seconds? For the curious, th...
- by Victor Moody Stahl - at 2014.11.11 00:17:00
|
146. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
KA24DERT wrote: Our champion has cried FOUL! He demands a more even match, the Caldari Sentinel was too stacked. Bring forth the Amarr Sentinel! *snips maths* I admit some surprise that the result is the same as the CalSent. However, you ar...
- by Victor Moody Stahl - at 2014.11.11 00:04:00
|
147. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
Once again, some people simply do not know how to read. So I'll break it down for you: MD are currently in a pretty good spot; if you know what you're doing, you can be incredibly dangerous and exert insane control over an area by making it a cas...
- by Victor Moody Stahl - at 2014.11.10 06:56:00
|
148. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
So apparently somebody reported me for "trolling" when I was quite plainly pointing out that: 1. His maths are, at best, incomplete. The two examples he has given are biased to support his position, as he uses the definitive shield-tanked senti...
- by Victor Moody Stahl - at 2014.11.10 05:56:00
|
149. To Rattati: the shotgun tested with proposal. SCIENCE INSIDE!! - in Feedback/Requests [original thread]
Do keep in mind that the proposal doesn't touch the actual damage values in the slightest- a shotgun is still doing just under 500 damage per shot. It just doesn't do it quite as fast, but it does do it from a little further away. What do you w...
- by Victor Moody Stahl - at 2014.11.10 00:31:00
|
150. To Rattati: the shotgun tested with proposal. SCIENCE INSIDE!! - in Feedback/Requests [original thread]
manboar thunder fist wrote: Kind of ridiculous though when you get 2 shots into a heavy and they turn around and spray you down in half a second before the third can be fired. Shotguns need high dps because range is a huge limiting factor, as ...
- by Victor Moody Stahl - at 2014.11.10 00:21:00
|
151. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
KA24DERT wrote: What's the benefit of me doing the math for you? I've done enough math in this thread to prove my point, and all you're bringing out is subjective anecdotes that don't lessen the validity of my point. Extraordinary claims req...
- by Victor Moody Stahl - at 2014.11.08 23:55:00
|
152. Sticky:Balance Hotfix - in Feedback/Requests [original thread]
XxGhazbaranxX wrote: Increase precision on scanners and increase the bonus to precision on gallente logistics suit. That way you can scan crappy ssuits but for anyone willing tp put points jn dampening it will take more than that. I would sugg...
- by Victor Moody Stahl - at 2014.11.08 06:11:00
|
153. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
KA24DERT wrote: You don't see the folly in using subjective words and concepts to talk about mathematical damage and bonuses? What does "Alpha damage bias" mean? What does the size of the splash radius have to do with the damage? It means t...
- by Victor Moody Stahl - at 2014.11.08 05:46:00
|
154. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
KA24DERT wrote: A mathematical analysis of a weapon's actual damage and TTK is irrelevant when talking about bonuses, because "Alpha". Thank you for your contribution. Well, when you say it like that... it just makes me think you're more of...
- by Victor Moody Stahl - at 2014.11.08 01:47:00
|
155. Remove explosive resistance from Heavies. - in Feedback/Requests [original thread]
KA24DERT wrote: Since sentinels cannot avoid (whatever racial) rifle, they simply soak up the damage. That's cute that you think a sentinel can actually survive against a rifle user when out in the open. If this is a "CQB" related thing, the...
- by Victor Moody Stahl - at 2014.11.07 23:54:00
|
156. Nerf the Shotgun! - in Feedback/Requests [original thread]
While it is true that the shotgun does suffer from bad hitreg somewhat more often than other weapons... that is a bugfix issue, and not a balance issue. The topic at hand is however, a balance issue. Balance and bugs should generally be tre...
- by Victor Moody Stahl - at 2014.11.07 23:30:00
|
157. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
Except that throwing RE's into a group of heavies is 99% ********. This is not BattleDuty 15, this is DUST. If at all possible "stupid" should not be actively discouraged, so much as brutally punished.
- by Victor Moody Stahl - at 2014.11.07 00:16:00
|
158. Nerf the Shotgun! - in Feedback/Requests [original thread]
....12 pellets would make somewhat more sense with how effective shotguns are at killing heavies. /vein pops
- by Victor Moody Stahl - at 2014.11.07 00:15:00
|
159. Change the nanite stream and bubble color for variants of items - in Feedback/Requests [original thread]
Nanohive bubble color changes to say "this are rep hive" and "this are ammo hive"? I like; there's been one or two times I've seen a hive, sat on it, and suddenly realized "wait, I'm not getting ammo, and I'm at full armor..." and then it hits me...
- by Victor Moody Stahl - at 2014.11.06 23:56:00
|
160. Nerf the Shotgun! - in Feedback/Requests [original thread]
Savage Mangler wrote: I've been thinking about possibly making the shotgun charge variable. More pellets for more charge time. That way if scouts want to OHKO someone they need to waste some precious time to do it. Any thoughts? This is why ...
- by Victor Moody Stahl - at 2014.11.06 23:52:00
|
Pages: 1 2 3 4 5 6 7 [8] 9 10 |
First page | Previous page | Next page | Last page |