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761. Disable Active Scanners showing up for the whole team - in Feedback/Requests [original thread]
DeadlyAztec11 wrote: el OPERATOR wrote: And scans don't render flanking obsolete, it just forces flanking to grow from a simple manuever to one that requires a little more pragmaticism and awareness. And willingness to change directions as...
- by el OPERATOR - at 2014.11.06 19:31:00
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762. Module Suggestion: Scan Intensifiers - in Feedback/Requests [original thread]
I think the same end result could be had by simply making base profiles closer, allowing for greater overlap extension with the right module (prec and range) combos. It would also not take development of a new module/balancing, instead just needin...
- by el OPERATOR - at 2014.11.06 18:51:00
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763. Disable Active Scanners showing up for the whole team - in Feedback/Requests [original thread]
Respeccing is a thing now, so get damps, get prec, get range amps, quit QQing, adapt and Get Gud. sheesh, this whole qqscanners thing is retodded. CoD and BF1942 called, they miss you over there....
- by el OPERATOR - at 2014.11.06 18:41:00
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764. Shared active scanners are killing the game.. - in Feedback/Requests [original thread]
el OPERATOR wrote: Scans are fine, get some damps and GG. If "You've been scanned" then respond accordingly! The maps are HUGE, theres plenty of room to find alternate routes. Removal of scans will just perpetuate the stranglehold on combat s...
- by el OPERATOR - at 2014.11.06 18:36:00
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765. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
So sorry so much of this just comes out as block text, hope you've got your reading glasses on!
- by el OPERATOR - at 2014.11.06 18:23:00
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766. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
So, I guess the real disagreement here is what will become of heavies once scouts are rebalanced relative to the game at large, with your idea being that heavies need to be rebalanced out of cq dominance and further into a mid-long range competiti...
- by el OPERATOR - at 2014.11.06 18:22:00
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767. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
Ok, freeze frame- Heavies and Assaults support one another (ideally) equally but who and how that support materializes really is based on what they're doing. If they are pushing a point the Assaults have the lead and are backed up by th...
- by el OPERATOR - at 2014.11.06 07:46:00
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768. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
Breakin Stuff wrote: Once rattati hits scouts with the nerf bat then we are going to come right back here. You may disagree with me but heavies were put in cqc so it wouldnGÇÿt take as much effort to kill them. Look how well that turned out. ...
- by el OPERATOR - at 2014.11.06 07:26:00
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769. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
Victor Moody Stahl wrote: The heavy suit as a weapons platform has traditionally been defined by, *gasp* the ability to carry heavy weapons . Saying "just throw a RR on that sucka and ignore the hatemail if you want range" is asinine. ...
- by el OPERATOR - at 2014.11.06 07:12:00
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770. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
Breakin Stuff wrote: But heavies in CQC negate the value of assaults in CQC. Bottom line. No, from what I've seen, they don't. Heavies are supported by assault players all the time. You might not realize though, since most of those ass...
- by el OPERATOR - at 2014.11.06 06:44:00
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771. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
Breakin Stuff wrote: el OPERATOR wrote: As far as heavies being OP, they are still second to scouts soooooooo one problem at a time? Heavies aren't OP, quit looking at a thread and assuming it's a complaint. Just because you consider yo...
- by el OPERATOR - at 2014.11.06 06:38:00
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772. Grenade Throwing - in Feedback/Requests [original thread]
Taskanoss wrote: My frustration is throwing grenades as a right-handed clone when my mind naturally throws left. Has anyone else felt the same way? If by that you mean that grenade throwing physics and mechanics in this game suck bad (not t...
- by el OPERATOR - at 2014.11.05 23:55:00
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773. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
As far as heavies being OP, they are still second to scouts soooooooo one problem at a time?
- by el OPERATOR - at 2014.11.05 23:52:00
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774. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
The two bricks with a heavy between as critisism makes as much sense as complaining people are using vehicles to cover large open areas faster. Thats what they're for. Maybe the real issue is the map design putting most control points within some ...
- by el OPERATOR - at 2014.11.05 23:50:00
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775. [PROPOSAL]Sentinel battle role - in Feedback/Requests [original thread]
After reading the OP and the subsequent responses, I'm a no at this point. I don't see the cqc/point defense "issue" as stemming from the heavy frame or its attachments, I think its a matter of playerstyle. Some players want to point defend right ...
- by el OPERATOR - at 2014.11.05 22:26:00
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776. [Feedback] Cloak - in Feedback/Requests [original thread]
I find it very refreshing to read about how scouts are having the same problems with scouts that everyone else is having with scouts. Do please, Tell me more.
- by el OPERATOR - at 2014.11.05 19:52:00
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777. scouts should carry only 2 sidearms - in Feedback/Requests [original thread]
Orber Gen wrote: el OPERATOR wrote: Although, being sidearm or light weapon only makes a whole lotta sense too. In Dust - sidearm isn't "finishing" weapon I have corp mate that run Magsec only and he kills RR, SCR, LSR and etc. If sidea...
- by el OPERATOR - at 2014.11.05 19:46:00
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778. Shared active scanners are killing the game.. - in Feedback/Requests [original thread]
el OPERATOR wrote: Scans are fine, get some damps and GG. If "You've been scanned" then respond accordingly! The maps are HUGE, theres plenty of room to find alternate routes. Removal of scans will just perpetuate the stranglehold on combat s...
- by el OPERATOR - at 2014.11.05 19:35:00
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779. scouts should carry only 2 sidearms - in Feedback/Requests [original thread]
Although, being sidearm or light weapon only makes a whole lotta sense too.
- by el OPERATOR - at 2014.11.05 19:33:00
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780. scouts should carry only 2 sidearms - in Feedback/Requests [original thread]
Orber Gen wrote: I think, we must remove 1 equepment slot from the scout and it will be fine. If u wanna cloack - u get it, if u wanna C4 then u don't get easy mode "Dragonfly + C4 = 5 proto corpses - 1 dragonfly" I run scout sometimes and ...
- by el OPERATOR - at 2014.11.05 19:31:00
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