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181. New passive infantry module (biotic catalyser type 2) - in Feedback/Requests [original thread]
It seems like a few of you think that current biotics modules are UP and seem to believe that the cost of those modules is enough to warrant a buff to some of those modules. If you acknowledge that this is the case then what do you think about m...
- by WeapondigitX V7 - at 2014.02.19 05:12:00
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182. New passive infantry module (biotic catalyser type 2) - in Feedback/Requests [original thread]
I am hoping that it would help armor tankers and heavy suits and commando suits to sprint away from a fight a lot quicker and for longer (makes it easier to retreat and escape from a fast squad that is chasing you). It would also help people sta...
- by WeapondigitX V7 - at 2014.02.19 04:59:00
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183. New passive infantry module (biotic catalyser type 2) - in Feedback/Requests [original thread]
A low slot module basic level: Infantry movement speed is reduced by 8% Infantry sprint speed is increased by 9% Infantry stamina increased by 30% melee damage increased by 8% cost: 15 CPU and 5 PG advanced level: Infantry movement speed i...
- by WeapondigitX V7 - at 2014.02.19 04:30:00
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184. Friendly Fire should have negative WP after ZERO limit. - in Feedback/Requests [original thread]
I would enjoy the game having the added feature of being able to go below 0 WP. It would allow penalties to not be circumvented. I support and love the idea of stricter penalties (and having multiplied WP penalties for each additional friendly ki...
- by WeapondigitX V7 - at 2014.01.14 08:22:00
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185. [Feedback/Request] Assault Rifles - in Feedback/Requests [original thread]
I use all four rifles often and I find the assault rifle is fine. Its better and more reliable against shield tankers than the combat rifle up close. It is also harder to achieve the maximum DPS of the combat rifle compared to the assault rifle....
- by WeapondigitX V7 - at 2014.01.14 07:58:00
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186. Request: heavies should not carry light weapons - in Feedback/Requests [original thread]
The maker o this thread might be a troll. Or he just feels like heavies with light weapons are OP from experience. Either way, this is a sandbox game. I don't know why CCP decided heavy weapons can only be used by heavy frames, but its probably a...
- by WeapondigitX V7 - at 2014.01.14 07:17:00
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187. Feedback: Laser Rifle - in Feedback/Requests [original thread]
The laser rifle should have its optimal range increased at one end (so it can beat the rail rifle at a very extreme long range) Reduce the damage fall off for the laser rifle at close range and long range. Give the laser rifle a larger Aim Down ...
- by WeapondigitX V7 - at 2014.01.13 04:36:00
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188. Feedback: Updated Commando Stats and Bonuses (Ultimate Suppression Fighter) - in Feedback/Requests [original thread]
I really like the suggested changes that CCP made for the commando. (dmg bonus to certain weapons) I like the commando as a brick tanker and would love it to have that dmg bonus to certain weapons. However I do like those other suggested ideas so...
- by WeapondigitX V7 - at 2014.01.13 03:54:00
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189. Request: Nonlethal ordinance - in Feedback/Requests [original thread]
I like the ideas you have for additional kinds of grenades.
- by WeapondigitX V7 - at 2014.01.04 03:02:00
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190. Some weapon feedback - in Feedback/Requests [original thread]
I think the scope zoom of the burst and tactical ARs are good. I like the zoom they have. It is helpful for me.
- by WeapondigitX V7 - at 2014.01.03 11:57:00
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191. Tanks and Jeeps should not be solid bricks - in Feedback/Requests [original thread]
LAVs and HAVs need better suspension. +1
- by WeapondigitX V7 - at 2014.01.03 11:52:00
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192. Nova Knifes are underpowered - in Feedback/Requests [original thread]
Quil Evrything wrote: Dustbunny Durrr wrote: Honestly, i don't see why fully charged nova knives aren't an instant kill weapon, especially since one shot kill shotguns exist and have more range, allow you to sprint, and don't require chargi...
- by WeapondigitX V7 - at 2014.01.03 11:44:00
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193. Nova Knifes are underpowered - in Feedback/Requests [original thread]
Slythro Rex wrote: So you've fixed the vehicles, but the the nova knifes haven't gone through much change. Equipping the nova knifes is suicide for the most part, The description for a nova knife is, "A close-quarters melee weapon, the nova kni...
- by WeapondigitX V7 - at 2014.01.03 11:39:00
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194. Give players WP rewards for repairing vehicles and installations with infantry r... - in Feedback/Requests [original thread]
Bump
- by WeapondigitX V7 - at 2014.01.03 11:27:00
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195. turret installation's - in Feedback/Requests [original thread]
I like the ideas of installation turrents being indestructible but also able to be disabled if they take too much damage, while still being able to be fully repaired even after they are disabled. Also like the idea of reducing their damage per s...
- by WeapondigitX V7 - at 2014.01.03 11:25:00
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196. [Feedback/Request] The commando - in Feedback/Requests [original thread]
I said that the heavy commando should stay where it is and also meant that its stats should remain roughly the same as it is now.
- by WeapondigitX V7 - at 2013.12.18 01:33:00
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197. [Feedback/Request] The commando - in Feedback/Requests [original thread]
The heavy should always have a commado specialization. But 2 scout commando specializations could be created to satisfy many people. my suggestion first commando scout specialisation: should have 2 light weapons, no grenades, 1 equipment slot, ...
- by WeapondigitX V7 - at 2013.12.18 01:27:00
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198. [Request] Getting to faction level 10 grants citizenship - in Feedback/Requests [original thread]
+1 Getting your standings to level 10 for a given faction could also give you the chance to swap the starter fits, the ones you currently have access to, for the starter fits of that faction that you had level 10 standings with. example: reach ...
- by WeapondigitX V7 - at 2013.12.18 00:03:00
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199. [request] reduce swarm costs - in Feedback/Requests [original thread]
I agree to heavily decreasing the ISK cost of all swarm launchers.
- by WeapondigitX V7 - at 2013.12.13 12:59:00
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200. The Nanite Bar - in Feedback/Requests [original thread]
These are interesting ideas. However please remember that the scrambler rifle mimics the mechanics of progressive reloading but has the additional mechanic of overheat damage and overheat duration which prevents some actions from occurring like sp...
- by WeapondigitX V7 - at 2013.11.25 10:12:00
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