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1. [Suggestion] SP Cap Concept - in Feedback/Requests [original thread]
Spectral Clone wrote: Interesting. Could you elaborate on how the spending cap would work? I had a few thoughts in mind for this so I apologize in advance for the stream of consciousness; One idea would to have a limited amount of SP spend...
- by Zero Notion - at 2013.12.04 16:46:00
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2. [Suggestion] SP Cap Concept - in Feedback/Requests [original thread]
I'm not sure if this has been suggested elsewhere but I think I've come up with a framework that can be utilized in Dust's context well. Keep both the active and passive gains but separate the pools. Remove the caps from each. Limit how much you...
- by Zero Notion - at 2013.12.04 16:22:00
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3. [Request] Consolidating Tiers And Role/Racial Bonuses - in Feedback/Requests [original thread]
Of course, we could take this even further into 'tiercide'; Keep the Racial bonuses for racial suits. Medium Suit: Equipping a Light weapon in the Light Weapon Slot: You gain the assault role bonus and have one equipment slot. Equipping a Rep T...
- by Zero Notion - at 2013.11.29 05:47:00
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4. [Request] Consolidating Tiers And Role/Racial Bonuses - in Feedback/Requests [original thread]
Dagger-Two wrote: Basically what I've been saying for a little while, +1 I would add: Give the logistics a 50% (or whatever amount is acceptable) reduction in CPU/PG requirements for equipment, then lower the base CPU/PG down to assault (or ...
- by Zero Notion - at 2013.11.29 05:39:00
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5. [Request] Consolidating Tiers And Role/Racial Bonuses - in Feedback/Requests [original thread]
Expounding on the idea to approach the current 'Logistics' problem; Logistics: Every Logistics has a light slot and a side arm slot. If the Logistics suit user equips a weapon in the light slot, they lose the "Role Bonus". Encourage an option t...
- by Zero Notion - at 2013.11.29 05:29:00
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6. [Request] Consolidating Tiers And Role/Racial Bonuses - in Feedback/Requests [original thread]
The following is just an example of how I imagine this to work. The number and such are just thrown in there. Consolidate all the medium suits under "Medium Suit", i.e; Remove racial 'medium' suit'. Give the medium suit ski...
- by Zero Notion - at 2013.11.29 05:26:00
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7. [Request/Suggestion] Drop Uplink/Nanos Improvements and Hacking - in Feedback/Requests [original thread]
John Demonsbane wrote: Hacking sounds interesting but the stacking penalty idea was mentioned in another thread recently. It won't stop farmers b/c they don't care how well the uplinks work. If I had a choice between a 3-7 second uplink or a...
- by Zero Notion - at 2013.11.18 15:28:00
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8. [Request/Suggestion] Drop Uplink/Nanos Improvements and Hacking - in Feedback/Requests [original thread]
Drop Uplinks as they currently function are not restricted mechanically enough to consider them anything beyond an easy way to farm WP/SP and overwhelming the objective with mass spawn points. Suggestion: Uplinks, when within a certain distance o...
- by Zero Notion - at 2013.11.18 11:38:00
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9. Catching up: Proposals surrounding the SP cap. - in Feedback/Requests [original thread]
No cap. The game is always going to be limited in the type of content that it can provide due to the genre/type of game that it falls into, especially in regards to how it will impact New Eden while remaining a FPS War Simulation. Removing the cap...
- by Zero Notion - at 2013.11.13 23:52:00
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10. Congratulation CCP, great move! - in Feedback/Requests [original thread]
You've got to be kidding.
- by Zero Notion - at 2013.11.13 16:54:00
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11. CCP, please, explain these numbers. - in Feedback/Requests [original thread]
I believe that a significant portion of the issue lies in a simple fact; the game is currently unfinished, the mechanics are not working correctly and they are making adjustments across the board that will effect how the weapons themselves behave....
- by Zero Notion - at 2013.11.11 23:01:00
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12. [Request] Improving the U.I/HUD - in Feedback/Requests [original thread]
I'm working on something that will be properly articulated with a general lay out of a new U.I/HUD but there are a couple of points that I want to make and a small suggestion or two. The current U.I seems bulky and disorganized, it forces the pla...
- by Zero Notion - at 2013.11.11 09:08:00
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13. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
Well, I can see my things sure; does it work the same with the enemy?
- by Zero Notion - at 2013.11.09 05:28:00
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14. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
Hm. I'm going to experiment with some range enhances and see if it changes; I can't honestly recall a time when I noticed someone creeping up behind me and having their chevron appear in the TAC but I may be imagining things.
- by Zero Notion - at 2013.11.09 05:23:00
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15. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
Hm, so I'm confused. Why is it that I don't see enemies approaching from behind? I thought you had to be facing them and win a precision contest in order light them on the tac? Everything I know is a lie!
- by Zero Notion - at 2013.11.09 05:06:00
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16. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
Potentially, I suppose it would be something akin to an active scanner that's always on but based on the suits precision capabilities.
- by Zero Notion - at 2013.11.09 04:50:00
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17. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
Ahh, I guess that I was referring to; a more 360 LoS for the Suit.
- by Zero Notion - at 2013.11.09 03:11:00
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18. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
Pretty sure it doesn't, it's in a cone shape in front of you.
- by Zero Notion - at 2013.11.09 02:37:00
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19. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
I typically play an Assault or Logistics dropsuit but I've got a secondary character that has 4 million SP dedicated into Scout and Snipers, along with a smattering in pistols, ScR and SMG. I've got another that's advanced Heavy and Commando - so ...
- by Zero Notion - at 2013.11.08 23:19:00
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20. [Request] Improving the Scout's Scan radius - in Feedback/Requests [original thread]
You guys were on the right path with buffing the Scout's scan distance; it needs to one step further and allow Scouts to be capable of having a passive scan radius of 360 degrees around them. If they are going to be lightly armored, low pg/cpu and...
- by Zero Notion - at 2013.11.08 22:41:00
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