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1. help/attack orders only the squad leader can see - in Feedback/Requests [original thread]
I'd like to see an orders menu where you can post up an order on yourself like; needs ammo, needs reps, reloading, advancing, etc.
- by Villanor Aquarius - at 2014.03.31 17:23:00
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2. Minmatar Artillery Gun - in Feedback/Requests [original thread]
There should be artillery as there is in EVE. It has substantially lower dps than rails but it does higher damage per shot. The traverse rate should be worse than rail, significantly, with significantly higher damage per shot and a much lower ROF...
- by Villanor Aquarius - at 2014.03.31 13:28:00
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3. Grenade Proficiency - in Feedback/Requests [original thread]
Improve grenades by giving them a proficiency skill. Increases grenade damage to it's respective hp by 3% per level so at maxed level you get 15% bonus to specific damage. AV nades get buffed in a sensible skill focused way and with skill become s...
- by Villanor Aquarius - at 2014.03.26 19:10:00
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4. Large Blaster turrets 20% less to infantry more to vehicles - in Feedback/Requests [original thread]
Dispersion and RANGE. Blasters are the shortest range weapon system with the highest DPS. They should have a lower optimal range and a hugely reduced effective range. We need Autocannon turrets to come in as well though for this to happen. They sh...
- by Villanor Aquarius - at 2014.03.18 19:25:00
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5. [Request] Medium frame (basic/assault/logistics) changes - in Feedback/Requests [original thread]
I am all for this. This really should have been the start. My ideas had included nerfing light weapons/sidearms further and giving assault suits a built in light weapon damage. A further 10% nerf to weapon damage and 2% bonus to assault suits li...
- by Villanor Aquarius - at 2014.03.12 19:04:00
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6. CCP almost has the sentinel suits right.... - in Feedback/Requests [original thread]
General12912 wrote: Kigurosaka Laaksonen wrote: The passive armor rep absolutely doesn't belong in New Eden, but in DUST, managing an active armor rep on a suit could be a pain in the ass. Then you've got stuff like D Legendary going on abo...
- by Villanor Aquarius - at 2014.03.12 18:37:00
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7. Slot number discrepency - in Feedback/Requests [original thread]
Excellent thank you for your reply. I think a basic formula of X class has combine total of Y slots at std level and Z slots at adv and W at pro.
- by Villanor Aquarius - at 2014.03.12 17:49:00
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8. Slot number discrepency - in Feedback/Requests [original thread]
Gallente and Caldari both gain significant numbers of slots by going from adv. logi to pro. Caldari gains 2 high slots and 2 lows. Gallente gains 1 high slot 2 lows and an equipment Minmatar gains 1 high slot, 1 low, and 1 equipment Amarr gains 1 ...
- by Villanor Aquarius - at 2014.03.12 16:30:00
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9. [REQUEST] utility slots on most suits - in Feedback/Requests [original thread]
Nerf weapon damage it, give significant bonues to various weapons on the appropriate suits, aka assault class bonus be 5% damage to light weapons while all light weapons do 25% less damage than they currently do but assaults do the same. Make all...
- by Villanor Aquarius - at 2014.02.23 04:01:00
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10. Heavy Sentinels Light Weapons - in Feedback/Requests [original thread]
If all light weapon damage is reduced by 20% and a 5% bonus per level is given to assault frames this would fix the problem as well. No need for a hard restriction, if you want a light weapon on a heavy by all means do it but you should be less ef...
- by Villanor Aquarius - at 2014.02.17 20:28:00
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11. Team killing-Item protection - in Feedback/Requests [original thread]
I highly enjoy this thread. Don't ever use a weapon you aren't willing to lose especially in a faction warfare match where random people are able to kill you. I will happily and eagerly kill any teammate i notice using an officer weapon. The rage ...
- by Villanor Aquarius - at 2014.02.16 05:32:00
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12. Resupply for vehicles are a problem on most maps. - in Feedback/Requests [original thread]
They appear to only resupply things that are on the same level as them. Making the resupply range a sphere would solve the issue it seems. The supply points in the recessed base are unable to be used even when the HAV is in that small "parking spo...
- by Villanor Aquarius - at 2014.02.06 21:51:00
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13. Shield Changes - in Feedback/Requests [original thread]
Fizzer94 wrote: Actually, this whole thread is irrelevant. Damage Mods are going to get reworked in 1.8 Let's see what they do with them before we suggest anything else... I was unaware of that. Thank you for mentioning that.
- by Villanor Aquarius - at 2014.01.30 04:16:00
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14. Shield Changes - in Feedback/Requests [original thread]
The only armor mod that should ever go into a high slot is an active resistance module. The high slots should be used for utility items with bonuses significant enough to actually have them be useful. Like passive scanner range enhancers where the...
- by Villanor Aquarius - at 2014.01.30 04:04:00
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15. Shield Changes - in Feedback/Requests [original thread]
Also all survivability modules should be more powerful but cost more fitting such that using all of your high slots or all of your low slots for tank items leaves you nearly out of fitting. Then utility modules can cost less and actually result in...
- by Villanor Aquarius - at 2014.01.30 03:43:00
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16. Shield Changes - in Feedback/Requests [original thread]
I do not want recharge under fire I would like more fitting intensive regulators with larger bonuses. So fitting two on a suit is just not something you can do but one is more significant. Damage mods being low would be a benefit and I think non ...
- by Villanor Aquarius - at 2014.01.30 03:19:00
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17. Shield Changes - in Feedback/Requests [original thread]
A key reason shields are not viable currently is that Damage mods are high slots. The way it is in eve is that Armor is a naturally stronger tank but competes for slots with damage mods. This means that shield tankers traditionally have weaker tan...
- by Villanor Aquarius - at 2014.01.30 02:47:00
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18. [Request] PVE - in Feedback/Requests [original thread]
The ideas for PVE in dust have a lot of promise but seem to have been heavily backburnered. PVE could add a very interesting aspect to Dust that would be a very healthy thing and help alleviate some of the Burnout that is occurring.
- by Villanor Aquarius - at 2013.07.27 02:49:00
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19. armor tank > shield tank everytime!... come on ccp,, you fixed what wasn'... - in Feedback/Requests [original thread]
RINON114 wrote: yet the supposed anti shield weapons (rails and forge guns) only have a 20% difference and they aren't half as common. You can't even rely on flux grenades to take put a shield tank, as they do roughly the same damage to shiel...
- by Villanor Aquarius - at 2013.07.19 05:26:00
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20. armor tank > shield tank everytime!... come on ccp,, you fixed what wasn'... - in Feedback/Requests [original thread]
The real problem is active shield hardeners on and off times make them worthless, Even more significant by far is that the Armor repairers all repair three times what they are supposed to. Armor repairs are supposed to give back a chunk of HP eve...
- by Villanor Aquarius - at 2013.07.19 05:22:00
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