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481. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Alam Storm wrote: Auris Lionesse wrote: Or limit damage mods to 1 per suit. i suggested that ages ago or at least put 3% dispersion on it so you gain 10% more damage at the risk of it being less accurate Quote: b) Example: Should a G...
- by bogeyman m - at 2014.01.15 20:19:00
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482. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Cosgar wrote: It's a step in the right direction, but there's no such thing as an easy fix here. Since beta, this game has been balanced around unreliable hit detection. Simply saying "do this" or "tweak that" isn't going to magically rebalance...
- by bogeyman m - at 2014.01.15 20:05:00
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483. [Feedback] Shield tanking. - in Feedback/Requests [original thread]
bogeyman m wrote: Tallen Ellecon wrote: GET ATMESON wrote: This is a very good question. What could balance out armor and sheilds. The damage mods could be the problem. They might need to be turned down a little. Armor builds rip through ...
- by bogeyman m - at 2014.01.15 19:51:00
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484. [Request] single-missile dumbfire for swarm launcher ability - in Feedback/Requests [original thread]
CLONE117 wrote: im not sure how well it would work ammo wise. and asides from that the small missile turret. probably does more damage per missile than the current swarm launcher anyways. i may not have played during the days of the free fire...
- by bogeyman m - at 2014.01.15 19:46:00
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485. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
I'm certain that this topic has already been covered many times, but I really don't see how it is that complicated to solve... Solution: Step 1 - Remove all weapon proficiency training from the skills tree. (Reduce maximum weapon damage by 15%...
- by bogeyman m - at 2014.01.15 10:25:00
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486. A Swarm Balance Proposal ... for CCP Review / Implementation - in Feedback/Requests [original thread]
A variation on your theme: 1. Lock range - Should be similar to tanks and turrets (Std=250, Adv=275, Pro=300) 2. Missile speed - Tanks should not be able to outrun missiles (whatever speed solves that). 3. Nerf missile agility - Don't like thi...
- by bogeyman m - at 2014.01.15 08:45:00
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487. Swarm Launcher 2.0 - in Feedback/Requests [original thread]
- faster missiles - distance related lock times (<50m=0.5sec, >250m=1.75sec) - longer lock distances; should be similar to tanks and turrets (Std=250, Adv=275, Pro=300) - flatter Std/Adv/Pro damage slope by (a) removing proficiency skill (b...
- by bogeyman m - at 2014.01.15 08:10:00
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488. [Request] single-missile dumbfire for swarm launcher ability - in Feedback/Requests [original thread]
I like this idea in general, but I only scanned through most of the posts once they started reading the same. To summarize what I took from this: 1) R1 single fire dumb missile. Line of sight only. No guidance - like a poor man's forge gun. Slo...
- by bogeyman m - at 2014.01.15 07:45:00
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489. [Feedback] How to balance Swarm Launchers - in Feedback/Requests [original thread]
Foundation Seldon wrote: There are two main problems with the Swarm Launcher that I believe should be addressed. 1. The baseline power, what should be available immediately from MLT/STD levels 2. The progression among tiers, how the weapon sc...
- by bogeyman m - at 2014.01.15 07:22:00
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490. Should Fitting optimization for weapons be racial? - in Feedback/Requests [original thread]
Almost. But I'd propose this variation: Starting race + matching racial suit + matching racial weapon = weapon bonus (not fitting bonus) Weapon bonuses: All Amarr = +5% damage All Gallente = +5% damage All Caldari = +5% RoF AL Minmatar = +5%...
- by bogeyman m - at 2014.01.15 07:15:00
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491. Walked away to play a different game, again. - in Feedback/Requests [original thread]
Zunist Tae wrote: Once again I had to change games. It's simply too frustrating getting repeatedly proto-stomped. Match after match I get railed by groups running maxed out proto-gear the entire time. Every time you drive a player away because...
- by bogeyman m - at 2014.01.15 06:27:00
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492. [Suggestion] Rifle balance - in Feedback/Requests [original thread]
BL4CKST4R wrote: Equalize the ranges of all rifles so the basic-proto have the same range. Give the AR a rof buff of 30%, a standard are will do 525 DPS but be the shortest range weapon. Leave the CR as it is. Tone the range down of the AcR a...
- by bogeyman m - at 2014.01.15 06:06:00
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493. Rail rifles...Good or Evil? - in Feedback/Requests [original thread]
Stefan Stahl wrote: Jackoun Amarthon wrote: Problem is most maps encourage combat from distances.. there are few areas that will give you close quarter combat. On most maps there is an outpost with at least 2 capture points inside it. That ...
- by bogeyman m - at 2014.01.15 06:02:00
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494. Rail rifles...Good or Evil? - in Feedback/Requests [original thread]
Korvin Lomont wrote: Soraya Xel wrote: The rail rifle is crippling in the short range. Anyone with anything short of a sniper rifle is going to tear me up at close range. Maybe I'm worse at it then other people because keyboard users don't g...
- by bogeyman m - at 2014.01.15 05:57:00
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495. repair tool - if they remove logistics passive repair - in Feedback/Requests [original thread]
ADAM-OF-EVE wrote: jerrmy12 kahoalii wrote: ADAM-OF-EVE wrote: allow repair tools to feedback upto 5hp's to the wielder (not affected by skills) 1 - basic 3 - adv 4 - for the inbetween one 5 - for proto with the possible new changes to ...
- by bogeyman m - at 2014.01.15 05:53:00
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496. Make uplink spam increase spawn time - in Feedback/Requests [original thread]
CLONE117 wrote: since there r really only a few individual players that drop 50 uplinks in a single match. y not just limit the players abillty to drop them lets say cut them down to where only a single person with uplinks can only deploy 1 up...
- by bogeyman m - at 2014.01.15 04:53:00
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497. [Request] Reduced Mobility - Critical Hits on Tanks - in Feedback/Requests [original thread]
Lt Royal wrote: So since 1.7 has been released IGÇÖve become a custom to the crazy acceleration and top speed that tanks can get (without nitrous boosters), its becoming a massive problem; its getting very tiresome reading people QQGÇÖing on th...
- by bogeyman m - at 2014.01.15 04:40:00
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498. [Request] Anti-Vehicle Remote Explosives - in Feedback/Requests [original thread]
Timothy Reaper wrote: AV-REs can cause more damage than regular REs (1750-2000). The charges are shaped to direct the blast towards the surface to which they are attached in order to penetrate heavy armor. Because of this the blast radius is ve...
- by bogeyman m - at 2014.01.15 04:38:00
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499. [Request] Vehicle damage WP for AV - in Feedback/Requests [original thread]
Melchiah ARANeAE wrote: PEW JACKSON wrote: Melchiah ARANeAE wrote: The reason they removed it in the first place was because it was easy for farming WP. Now, however, with the global limiter that prevents WP farming they're seriously cons...
- by bogeyman m - at 2014.01.15 04:30:00
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500. [FEEDBACK] The smartest fix for the redline yet. - in Feedback/Requests [original thread]
Evolution-7 wrote: Sentences with asterisks, eg exit*(1) will be explained at the bottom of this post First of all, in a match, you can not go in to the enemy redline area where they are 'safe', however, the 'safe' zone is not marked for the...
- by bogeyman m - at 2014.01.15 04:09:00
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