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281. Who is your best ingame friend? - in General Discussions [original thread]
Mackan H scabbrs and more but I squad with them the most, and if you see me and scabbrs on the other team, we are both probably in our scout suits, and well let's just say hid your clones, we go in dry
- by hackerzilla - at 2013.11.03 06:03:00
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282. Nerf the Plasma Cannon!!!!!! - in General Discussions [original thread]
No way man keep it the way it is, it's a beast in the right hands!
- by hackerzilla - at 2013.11.03 01:21:00
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283. Argh! Shiver me Flaylock! - Ultimatum - in General Discussions [original thread]
Long live the Minmatar Republic!
- by hackerzilla - at 2013.11.02 04:36:00
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284. Commando potential - in General Discussions [original thread]
Yes I can see the potential, but it would be really difficult to use, and most likely require a LAV for transport.
- by hackerzilla - at 2013.11.01 05:04:00
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285. Bonus SP multiplier stacking calculation... - in General Discussions [original thread]
Viktor Hadah Jr wrote: Omega's should be x6 from my math. Weekly SP: 195,000 (x3 event bonus) = 585,000 (x2 Omega boost) =1,170,000 SP in a week. Weekly SP: 195,000 (x3 event bonus) = 585,000 (x1.5 regular boost) =877,500 SP in a week. Wel...
- by hackerzilla - at 2013.10.31 23:55:00
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286. Necessary changes to turrets... - in General Discussions [original thread]
Dunk Mujunk wrote: hackerzilla wrote: .____. I don't have to explain myself to you, for your logic is flawed.... What am I suppose to say to that? There is no talk to be had with you on the topic. You say what you want and you flip out on...
- by hackerzilla - at 2013.10.31 23:52:00
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287. Bonus SP multiplier stacking calculation... - in General Discussions [original thread]
Lorhak Gannarsein wrote: 4.5x total. EDIT: oops, Omegas so 5x, I guess, based on past experience. Thanks
- by hackerzilla - at 2013.10.31 23:42:00
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288. Bonus SP multiplier stacking calculation... - in General Discussions [original thread]
So I bought some 7-day Omega boosters in case there was another bonus SP week. I was doing the calculation of how much SP I would gain during 3x SP week and realized that I have no idea how multiple multipliers work. So here's the question; Whe...
- by hackerzilla - at 2013.10.31 23:37:00
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289. Necessary changes to turrets... - in General Discussions [original thread]
Dunk Mujunk wrote: I'm pretty sure that's the motto for the Republican Party. Word for word. I knew you would comeback with a witty remark (BTW I'm a democrat) and not actually talk about the problem at hand. It's people like you who are detr...
- by hackerzilla - at 2013.10.31 23:28:00
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290. Necessary changes to turrets... - in General Discussions [original thread]
Dunk Mujunk wrote: Never said it did. Just clarifying things for you. Look if you want to nerf turrets because they keep you from doing whatever it is that a solo person does in a dropship, that's all fine and good. I've suggested methods that,...
- by hackerzilla - at 2013.10.31 01:17:00
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291. Necessary changes to turrets... - in General Discussions [original thread]
Dunk Mujunk wrote: hackerzilla wrote: Hmm I don't think you understand. If I ask a friendly to destroy a turret, they may succeed yes, but what if my teammates don't want to, what if I don't have a squad? And again let me bring up that you...
- by hackerzilla - at 2013.10.31 01:00:00
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292. Necessary changes to turrets... - in General Discussions [original thread]
Dunk Mujunk wrote: hackerzilla wrote: 4) reduce range - a rail or missile turret (unmanned) can shoot your dropship for the entire game leaving you useless, or worse, at a large area of the map, until the turrets are dead (A point on th...
- by hackerzilla - at 2013.10.31 00:22:00
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293. Necessary changes to turrets... - in General Discussions [original thread]
Flix Keptick wrote: They absolutely need a range nerf. Right now, missile turrets in the enemy redline can whack my dropship while I am under our mcc. I'm not exagerating, its that bad I'm an avid DS user and I can tell you missile and rail ...
- by hackerzilla - at 2013.10.30 23:49:00
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294. Necessary changes to turrets... - in General Discussions [original thread]
Monkey MAC wrote: You realise the reason the AI was upped on unmanned turrets was because people complained at there uselessness, they were nothing but a boon to a tankers WP. They still don't have much of a tactical use! If there was no AI...
- by hackerzilla - at 2013.10.30 23:41:00
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295. Necessary changes to turrets... - in General Discussions [original thread]
Flix Keptick wrote: hackerzilla wrote: 1) don't make un-manned turrets shoot - pretty straight forward 2)reduce damage to MLT in pubs, STD in FW - they are too powerful especially towards vehicles 3) if they are still AI controlled, make ...
- by hackerzilla - at 2013.10.30 23:40:00
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296. Necessary changes to turrets... - in General Discussions [original thread]
Arkena Wyrnspire wrote: hackerzilla wrote: Arkena Wyrnspire wrote: I'm not sure about all of these, but the railguns sniping you out of LAVs from across the map is bullshit. Yeah I sounded like I meant I wanted all of them, when I thi...
- by hackerzilla - at 2013.10.30 23:33:00
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297. Necessary changes to turrets... - in General Discussions [original thread]
Dunk Mujunk wrote: I feel for you if you're getting 1 shot sniped out of an LAV from across the map by a turret, but if it's a case of the turret preventing you from running your dropship willy nilly, no. If the turret is making your life trick...
- by hackerzilla - at 2013.10.30 23:31:00
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298. Necessary changes to turrets... - in General Discussions [original thread]
Arkena Wyrnspire wrote: I'm not sure about all of these, but the railguns sniping you out of LAVs from across the map is bullshit. Yeah I sounded like I meant I wanted all of them, when I think just a few should be implemented...
- by hackerzilla - at 2013.10.30 23:23:00
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299. Necessary changes to turrets... - in General Discussions [original thread]
Eltra Ardell wrote: Requiring them to be manned makes them largely useless and anyone manning them a target; any turret firing means someone is exposed. Reducing the damage they do also makes them largely useless; they're extremely easy to des...
- by hackerzilla - at 2013.10.30 23:20:00
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300. Necessary changes to turrets... - in General Discussions [original thread]
1) don't make un-manned turrets shoot - pretty straight forward 2)reduce damage to MLT in pubs, STD in FW - they are too powerful especially towards vehicles 3) if they are still AI controlled, make them have some margin of error - right now th...
- by hackerzilla - at 2013.10.30 05:41:00
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