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301. Counter to 'jumpers': Profile Dampeners - in General Discussions [original thread]
Union118 wrote: No no no. What we need are dildoss lots n lots of dildoss. They need to be foot long, black, and be placed vertical. They shall be placed everywhere, in every nook and cranny, even on roof tops. If by chance the jumpers land on ...
- by WeapondigitX V7 - at 2015.03.14 01:26:00
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302. Counter to 'jumpers': Profile Dampeners - in General Discussions [original thread]
PLAYSTTION wrote: They won't help when they do see you though. The whole point of dampeners and scan mods is to act like a scout with a scout suit or pseudo scout with assaults or sentinels and try not to be seen. (while not panicking and be...
- by WeapondigitX V7 - at 2015.03.14 01:24:00
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303. Counter to 'jumpers': Profile Dampeners - in General Discussions [original thread]
If people are armor tanking on proto suits with 3 jump mods to make them harder to kill and more successful in firefights, the counter to them would be active scanners or dampeners or scan mods or a combination of all those. The guy using a galllo...
- by WeapondigitX V7 - at 2015.03.14 00:02:00
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304. Counter to 'jumpers': Profile Dampeners - in General Discussions [original thread]
Those that use many jump mods don't use precision enhancers. Thus it is good that dampeners will allow you to sneak up on them and kill them (assuming you have good aim, if you don't then you must try this play style more often, it will give you m...
- by WeapondigitX V7 - at 2015.03.13 13:31:00
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305. basic ass scrambler= proto assault combat rifle? - in General Discussions [original thread]
Fizzer XCIV wrote: Tesfa Alem wrote: Proto ACR Base DPS: 436 Basic ASCR Base DPS: 388 Obviously the scrambler rifle is not only equal but greater. Because in bizzaro world, less damage means more danger! Um. AScRs got a huge buff to DPS....
- by WeapondigitX V7 - at 2015.03.13 13:18:00
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306. Sticky:Hotfix Echo - tweaks - in Feedback/Requests [original thread]
CCP Rattati wrote: Well, I am loving it and so are most of you, it seems. We will try to iron out the kinks. 1) AHMG accuracy and range, plus heat decrease maybe 2) STD AHMG ammo 3)Regulators should be low, disp stabs in high, I honestly don...
- by WeapondigitX V7 - at 2015.03.13 08:12:00
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307. Sticky:Hotfix Echo - tweaks - in Feedback/Requests [original thread]
MINA Longstrike wrote: WeapondigitX V7 wrote: The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase i...
- by WeapondigitX V7 - at 2015.03.13 08:06:00
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308. Jumping beans! - in Feedback/Requests [original thread]
Making the jump mods better and then making heavies not take advantage of it because of a suit frame penalty just makes scouts jump much higher, they don't need that, there is no purpose to it. The map design does not have much that needs a 60m ju...
- by WeapondigitX V7 - at 2015.03.13 08:03:00
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309. thx for improving starter fits and giving me a BPO dmg mod - in Feedback/Requests [original thread]
it allows me to usually kill at least 1 enemy before I die if I try to win. they are starting to become my BPOs that I use frequently when I want to save isk.
- by WeapondigitX V7 - at 2015.03.13 05:52:00
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310. Sticky:Hotfix Echo - tweaks - in Feedback/Requests [original thread]
The assault HMG would certainly need a heat decrease so that its dmg per overheat is high enough to ensure that it can kill a LAV. It certainly does 0 DPS against hardened tanks. Maybe increase its damage efficiency instead so you don't increase i...
- by WeapondigitX V7 - at 2015.03.13 05:29:00
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311. 1.3 mil ISK proto tanks pop pretty fast... - in General Discussions [original thread]
CCP Rattati wrote: one question, what is the fundamental difference of the philosophy of armor booster vs active armor repper? active armor repper is where you can pop in and out of cover is quicker intervals to interrupt enemy shield rechar...
- by WeapondigitX V7 - at 2015.03.13 05:26:00
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312. AM assault completely removes ASCR's drawback - in General Discussions [original thread]
ASCR has a cool down time of 6 seconds in addition to overheat mechanics (worry about over heat against multiple enemies). This makes the ASCR much harder to use against multiple enemies compared to the AR which reloads in 3 seconds and can keep f...
- by WeapondigitX V7 - at 2015.03.13 05:22:00
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313. Hotfix-Echo:Feedback - in General Discussions [original thread]
You are also forced to look left and right and behind to help counter flanking. You would miss things as you look in different directions. This game throws you in with other players and expects them to look in directions you are not looking at. Th...
- by WeapondigitX V7 - at 2015.03.13 05:04:00
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314. Hotfix-Echo:Feedback - in General Discussions [original thread]
Reinhard Manderfelt wrote: Running Proto AV (PLC, AV-nades, Boundless Mines) and dying to a friggin' Soma because the Blaster turrets got better. I'm fine with a damage increase for Blaster turrets and buffs for Tanks, but you can't make HAV's ...
- by WeapondigitX V7 - at 2015.03.12 22:00:00
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315. Small blasters dont have inversed dispersion - in Feedback/Requests [original thread]
If that true then that is really bad. Very bad.
- by WeapondigitX V7 - at 2015.03.12 21:50:00
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316. Large rail turret - in Feedback/Requests [original thread]
Use the small blaster turrets you will likely have on your tank. switch seats and defend yourself. Or use a rifle or HMG when you jump out of your tank. That should help you a lot. Or you can retreat instead of staying there trying to hit them wi...
- by WeapondigitX V7 - at 2015.03.12 21:48:00
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317. Myofibral Stimulants. - in General Discussions [original thread]
DozersMouse XIII wrote: Aeon Amadi wrote: I really don't see what the problem is. It's an alternative to Damage Mods - which increases TTK - which is awesome. It's an alternative to Precision Enhancers- which helps Scouts - which is aweso...
- by WeapondigitX V7 - at 2015.03.12 21:45:00
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318. Myofibral Stimulants. - in General Discussions [original thread]
I would say keep the numbers as they are, it allows players to access objectives in a few different ways. It allows you to access objective A in domination in gallente research facility using a obstructed path. Creating 4 paths to the objective in...
- by WeapondigitX V7 - at 2015.03.12 21:40:00
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319. [New Game Mode] No new assets required - ATTRITION - in Feedback/Requests [original thread]
Himiko Kuronaga wrote: Keeping tally of Isk destruction doesn't have to be a game mode. It should simply be an in-your-face stat that belongs to every game mode. Again, it would be a pointless game mode. You wouldn't be allowed to use anything...
- by WeapondigitX V7 - at 2015.03.12 04:39:00
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320. Event BPO CPU/PG cost? - in General Discussions [original thread]
I guess 11 CPU and 2 PG
- by WeapondigitX V7 - at 2015.03.11 09:55:00
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