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101. Range amplifiers - in Feedback/Requests [original thread]
I would prefer to have something like std + 15% adv +21% proto + 27% or std +6m adv +7m proto +7.8m
- by WeapondigitX V7 - at 2015.03.05 02:26:00
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102. Sticky:[Feedback] Transporters - in Feedback/Requests [original thread]
I would suggest putting 1 way portals at the base of some narrow towers to allow shotgun scout, nova knife scouts, and HMG sentinels, and shotgun assaults to assassinate enemy snipers and heavy forge gunners on top of the tower, and assassinate la...
- by WeapondigitX V7 - at 2015.03.05 02:21:00
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103. Sticky:[Feedback] Transporters - in Feedback/Requests [original thread]
if there are no down sides to my idea, I suggest you put 6 of these portals on a every CRU and around objectives which are only usable if the specified objective or CRU is captured, this would allow players to choose exactly where they want to spa...
- by WeapondigitX V7 - at 2015.03.04 12:39:00
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104. Clones are stupid... - in Feedback/Requests [original thread]
For now my excuse is: My range is too small to over come lag and my melee is pinpoint damage, its not a horizontal arch made of damage atm.
- by WeapondigitX V7 - at 2015.03.01 04:29:00
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105. Melee Mods need an etra 0.5m range - in Feedback/Requests [original thread]
My tiny cold dead heart says: Lol, I suppose you have a tragic clone merc story instead of a tragic wife story. 'The immortal mercenary that brought a gun to a fist fight and lost..........again' I can see the headlines from here.
- by WeapondigitX V7 - at 2015.03.01 04:25:00
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106. Melee Mods need an etra 0.5m range - in Feedback/Requests [original thread]
The melee range of all suits needs to be increased by 0.5m, perhaps more. This is meant to help with hit detection issues associated with melee attacks. Nova knifes had similar issues in the past before its range was increased. Additionally plea...
- by WeapondigitX V7 - at 2015.03.01 00:21:00
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107. Announcement:[Announcement] - CCP Rattati's Big Board of Things - in Feedback/Requests [original thread]
The hit detection on melee hits with scouts and assault suits is very bad on moving targets, it is still bad against moving heavy suits using many plate modules. this is because the image on my screen is showing where the enemy was 0.1 seconds ago...
- by WeapondigitX V7 - at 2015.02.27 22:38:00
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108. Kinetic Catalyzer Rework - in Feedback/Requests [original thread]
Agreed, the adv and basic kinetic katalyzers need there fitting costs reduced. They are way too expensive for basic suits to use and the complex mod gives the highest return per CPU and PG which should not be happening in the game.
- by WeapondigitX V7 - at 2015.02.27 08:16:00
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109. [IDEA]Simple Trading - in Feedback/Requests [original thread]
CCP Rattati wrote: Simple Trading as I define it is go to item in assets press X send item to Contact (not player) select qty send are you sure yes This process is good, but it would also be cool, in addition to your idea Rattati, just ...
- by WeapondigitX V7 - at 2015.02.11 04:10:00
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110. Announcement:DUST 514: Warlords 1.0 Feedback - in Feedback/Requests [original thread]
I killed a enemy player with a standard swam launcher. The enemy was using an assault drop ship. I had a standard amarr assault suit equipped. In the kill feed it had my name and rank and the enemies name, however the kill feed said I used a "mi...
- by WeapondigitX V7 - at 2015.02.07 12:34:00
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111. Lets do something about how grenades are thrown. - in Feedback/Requests [original thread]
Originally you could throw grenades higher, they disabled that. I wish they didn't. It helped reduce roof top camping.
- by WeapondigitX V7 - at 2015.02.01 12:35:00
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112. ScR DPS > AR DPS: Working as intended? - in Feedback/Requests [original thread]
SCR has a optimal range of roughly 70m and it has much less damage per overheat compared to the damage per clip of the regular assault rifle. The SCR also hurts you if you overheat it and it is less user friendly. It is working as intended. Use a...
- by WeapondigitX V7 - at 2015.02.01 12:17:00
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113. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Is the MBT supposed to be a jack of all trades tank which has small turrents?
- by WeapondigitX V7 - at 2015.01.31 00:51:00
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114. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: Harpyja wrote: So essentially DHAVs are going to become the current missile HAVs, except that they will be able to insta-pop every HAV out there as opposed to just armor. Not from what I can tell on the spreadsheet as th...
- by WeapondigitX V7 - at 2015.01.31 00:30:00
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115. tired of looking at a blank contact grenades tab - in Feedback/Requests [original thread]
I wish contact grenades came, the current ones were can use are not competitive and are almost impossible to use against assaults and scouts as a finisher weapon.
- by WeapondigitX V7 - at 2015.01.29 09:38:00
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116. ScR is unfair towards shield - in Feedback/Requests [original thread]
Shield tankers are currently incentivized to use rail rifles to out range SCRs and ASCRs so that they can have a chance. Additionally the shield tanker benefit more from using cover than armor tankers assuming they are using proto mods on both s...
- by WeapondigitX V7 - at 2015.01.29 09:34:00
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117. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: Doc DDD wrote: From what I can tell the hull numbers look interesting, lower starting ehp may take some time to adjust too but the increased slot should create more diversity. Shield recharge rate is just fine as 5 low sl...
- by WeapondigitX V7 - at 2015.01.29 09:16:00
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118. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
I cant figure out what MBTs are, could someone clarify please.
- by WeapondigitX V7 - at 2015.01.29 09:10:00
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119. Sticky:[Feedback] HAV Hull Progression - in Feedback/Requests [original thread]
If ultra HAVs are going to be 1 large AI turrent combined with small AI turrents(blaster/fragmented missiles).....then please make sure that the UHAVs have very slow top speeds and very slow base acceleration. I would suggest roughly 45% of a ga...
- by WeapondigitX V7 - at 2015.01.29 08:55:00
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120. Stop the ion pistols ADS 'shake' when the pistol is fully ch... - in Feedback/Requests [original thread]
This visual feature is hampering the ion pistols performance in pub matches and in PC environments. It makes it far too hard to aim properly at players at ranges greater than 5m. Please delete the 'wobble' or 'shaking' of the ion pistols sights wh...
- by WeapondigitX V7 - at 2015.01.17 05:17:00
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