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41. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
Lorebot wrote: Maximus Stryker wrote: I agree that purchasing ammo for tanks could be a little bit too deep and bothersome, but as I understood, i thought that was how it worked in EVE and thought it may work in Dust. I see your points. I a...
- by Zev Caldari - at 2012.07.12 21:03:00
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42. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
Enervating wrote: Lorebot hit the nail on the head, even if he's argueing against it. Internal nanohives explain it all. ofc a tank can have a module on board that an infantryman can carry. vehicles in almost any game have infinite ammo, at lea...
- by Zev Caldari - at 2012.07.12 20:40:00
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43. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
Yeah, I don't support individual round buying, that would be too tedious and boring. I could see switching round type like in EVE, but the devs have already said that there aren't going to be different damage types in DUST like they have in EVE, ...
- by Zev Caldari - at 2012.07.12 20:29:00
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44. Dust Devs need to pay more attention to what the EVE Devs have learned in the pa... - in Feedback/Requests [original thread]
I support this message! Right now DUST really is shaping up to have very rigid tiers of "I win (as long as I don't totally suck)" gear. The talk about AURUM being used to diversify your character is, currently, BS. You use AURUM to get better gea...
- by Zev Caldari - at 2012.07.12 20:23:00
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45. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
Traynor Youngs wrote: I agree. I think that there should be a skill to increase ammo capacity. I also think there should be a vehicle mountable module that would resupply ammo while activated. This way a solo tank could sacrifice some armor/s...
- by Zev Caldari - at 2012.07.12 20:02:00
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46. [Request] Finite ammo in vehicles - in Feedback/Requests [original thread]
Vehicles having infinite ammo is ridiculous and makes no sense at all from any logical perspective. I'd like to see all turrets have a limited amount of ammo, which could be replenished in some way (nano/hives and supply depos could work). Even i...
- by Zev Caldari - at 2012.07.12 16:46:00
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47. [Bug]?? Mini maps in upper left not showing data in game - in Technical Support/Bugs [original thread]
I have the same issue. People keep saying "use the minimap, lol ez mode!" but my minimap only populates with objective letters, nothing else.
- by Zev Caldari - at 2012.07.11 20:38:00
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48. Game Froze - in Technical Support/Bugs [original thread]
Today, in a match my whole game froze. No inputs are accepted at all, however I can still listen in to my team's voice chat, though apparently they can't hear me.
- by Zev Caldari - at 2012.07.11 20:35:00
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49. [Request] Motorbike - in Feedback/Requests [original thread]
SGT Neill wrote: Timothy Reaper wrote: How about Segways! Seriously, though, a single person scout vehicle would be cool. You could add a Shield Expansion Module that expands the vehicle's shield slighty beyond the vehicle's immediate vic...
- by Zev Caldari - at 2012.07.11 01:33:00
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50. [Request] Current MCC too small and slow! (Perspectively) - in Feedback/Requests [original thread]
Milk Supreme wrote: Carriers are far too specialised and expensive to just throw away to simple planetary knife fights. Nor would any carrier pilot risk their own carrier for such a cause. Also it's not technologically feasible to do completely...
- by Zev Caldari - at 2012.07.11 01:32:00
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51. Button hold "stutter" - in Technical Support/Bugs [original thread]
I've also noticed this issue, mostly with hacking but sometimes, annoyingly, with a charged sniper rifle.
- by Zev Caldari - at 2012.07.10 15:11:00
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52. (idea) full prone on recon drop suit - in Feedback/Requests [original thread]
SuperMido wrote: deathead kindkiller wrote: snipers mainly shoot from prone in real life Yea, you said it, in REAL LIFE...This is NOT real life. Dust 514 is a Sci-Fi FPS . No prone in Dust 514...Thanks!! And what, exactly, makes it ...
- by Zev Caldari - at 2012.07.09 19:44:00
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53. (idea) full prone on recon drop suit - in Feedback/Requests [original thread]
....facepalm. No reason for prone other than spawn camping? Really? No, the whole point of being prone is 1) to make your aim more steady and 2) to make you a smaller target/harder to see. It's not like it'd be OP for snipers because your reactio...
- by Zev Caldari - at 2012.07.09 19:11:00
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54. Suggestion to counter Spawn-camping: Drop Pods - in Feedback/Requests [original thread]
For attackers having your default spawn be the MCC actually makes a lot more sense then how it works right now (some arbitrary point on the battlefield). Then you could be ferried via dropship or inertial damp on down. Drop links and other spawns...
- by Zev Caldari - at 2012.07.09 19:08:00
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55. Gentlemen, we have a real problem here. - in General Discussions [original thread]
I love REs, so fun. The draw time on the RE is the main problem I think. Usually I can't see the enemy's REs until they go boom; oh and people being idiots. Had some guy try and recap/hack my letter FIVE TIMES two days ago. You'd think after getti...
- by Zev Caldari - at 2012.07.09 17:38:00
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56. Binoculars - in Feedback/Requests [original thread]
Please add binoculars as an equipable item. Other than sniper rifles there aren't many options for surveying the battlefield. While a lot of people wouldn't use binos, they could be invaluable in scout-sniper teams, for commanders once they're put...
- by Zev Caldari - at 2012.07.09 15:00:00
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57. Additional vision types - in Feedback/Requests [original thread]
It would be nice to have more filters in our suit than just plain old "visual". We're awesome super soldiers right? It'd be nice to have UV, infrared, thermal, x-ray or something. So that scout suits could actually, you know, scout more effectivel...
- by Zev Caldari - at 2012.07.09 14:57:00
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58. [Request] Add hit point remaining when aiming - in Feedback/Requests [original thread]
D3m0n3ll0 wrote: As title i want to tell to ccp dev is u can add the remaining hitpoint when u are aiming a enemy i think it's usefull for understand if i can kill him. No. Unless they put in a scanning module.
- by Zev Caldari - at 2012.07.09 14:34:00
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59. Nerf Lamppost - in Feedback/Requests [original thread]
lol seriously some of the collision damage needs to be looked at. Lamp posts do crazy damage to my LAV when I barely tap them even at slow speeds. Pipes and bridges to disproportionate damage to dropships but the ground doesn't?
- by Zev Caldari - at 2012.07.09 14:33:00
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60. WHEN ARE YOU GOING TO FIX THE HIT BOX??? - in Technical Support/Bugs [original thread]
No, really they need to fix this. It's a core FPS mechanic and it needs to work. While it is noticeable with assault rifles and SMGs, I feel it quite poignantly as a sniper. Here's two scenarios of hilarious hit detection (my latency is likely no...
- by Zev Caldari - at 2012.07.09 14:31:00
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