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21. Readjusting Heavies - in Feedback/Requests [original thread]
This thread has been a long time in the making, just been to lazy to sit down and type it out. The hp nerf that was added how ever many builds ago was good as it took away the huge gap between suits, and made suits better depending on the modules...
- by immortal ironhide - at 2012.12.01 15:39:00
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22. Heavies - Type 1 or Type II? - in General Discussions [original thread]
Shields mandatory i say no. I prefer armor heavy for av. Shield heavy is better for ai Maybe i really am the only one using armor heavies.
- by immortal ironhide - at 2012.11.12 03:43:00
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23. Tanks are too overpowered... - in General Discussions [original thread]
Mavado V Noriega wrote: Th3rdSun wrote: 4447 wrote: At the end of the day 16 vs 16 can't have tanks that are nearly immortal on the field. Now i'm not saying make tanks easy to kill on your own, but at least give me a try maybe 4 shots w...
- by immortal ironhide - at 2012.11.11 16:49:00
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24. Having to restart... - in Feedback/Requests [original thread]
dont have to restart the ps3 unless you freeze. just quit and restart the game
- by immortal ironhide - at 2012.11.11 16:13:00
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25. Tanks are too overpowered... - in General Discussions [original thread]
4447 wrote: immortal ironhide wrote: maybe get good with a forge? i have NO trouble dropping tanks unless they are camped on a hill or in their spawn. Thats where tanks, always are. spawn ones are only ones i havent taken out. if a t...
- by immortal ironhide - at 2012.11.11 01:10:00
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26. Tanks are too overpowered... - in General Discussions [original thread]
maybe get good with a forge? i have NO trouble dropping tanks unless they are camped on a hill or in their spawn. let me give you a few stats: 1. Sica usually takes 2-3 shots 2. Gunloggi usually takes 4 shots 3. Sagaris is 5-6 (only taken out 1 s...
- by immortal ironhide - at 2012.11.11 01:03:00
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27. [Request] PTSD Groud For Dropship Victims - in Feedback/Requests [original thread]
Jariel Manton wrote: knight of 6 wrote: the advanced forge takes 2 shots, 3 on occasion (shield intensive builds). I've taken out like 15 dropships this build with forges. they work just fine. EDIT: I was just thinking about your post and I...
- by immortal ironhide - at 2012.11.09 16:04:00
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28. Reduce blast radius on forgeguns - in Feedback/Requests [original thread]
Ops Fox wrote: Reimus Klinsman wrote: Accuracy on Forge guns is total crap. Not only that, but they seem to have poor range too. Not only that, but speed and mobility and steal are all crap because you have to be a heavy. Not only that, b...
- by immortal ironhide - at 2012.11.09 15:33:00
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29. Reduce blast radius on forgeguns - in Feedback/Requests [original thread]
Noc Tempre wrote: The issue is the perfect accuracy when crouched. If it even had slight dispersion, it could not snipe infantry at any real range. perfect accuracy when crouched? whatttt? pretty sure at any range the blast goes in the gene...
- by immortal ironhide - at 2012.11.09 01:48:00
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30. Character creation - prevalence of 'broadside' HMG - in Feedback/Requests [original thread]
Tiel Syysch wrote: immortal ironhide wrote: Tiel Syysch wrote: Prevalence of broadside comes from it having prototype level damage stats with only advanced level fitting costs. That's supposedly getting fixed. then they need to fix AL...
- by immortal ironhide - at 2012.11.08 04:40:00
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31. Character creation - prevalence of 'broadside' HMG - in Feedback/Requests [original thread]
Tiel Syysch wrote: Prevalence of broadside comes from it having prototype level damage stats with only advanced level fitting costs. That's supposedly getting fixed. then they need to fix ALL the AUR weapons in the game. All advanced AUR we...
- by immortal ironhide - at 2012.11.08 04:01:00
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32. Request: Slight tweak to Forge Guns - in Feedback/Requests [original thread]
as i said in the thread i made that has been buried on here, forge guns would benefit most from a skill to reduce the screen shake. other than that they are fine as is. as free beers said, a skilled forge gunner will hit a dropship with relative ...
- by immortal ironhide - at 2012.11.06 01:14:00
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33. Dropship = Transport ship - in Feedback/Requests [original thread]
EnglishSnake wrote: Phantom Cheshire wrote: 2-3 decent forges can pin dropships with no problems. It just requires teamwork and decent aim. Pure BS, ive seen them try and do it rarely-never works even so it reps itself back up and restart...
- by immortal ironhide - at 2012.11.02 18:17:00
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34. forge guns 2 hit gunnlogis WTF? - in Feedback/Requests [original thread]
Average Joe81 wrote: Shijima Kuraimaru wrote: Average Joe81 wrote: Shijima Kuraimaru wrote: One of the other things you have to look at as to why people hunt tanks, when they show up, is because a tank is a significant threat that we w...
- by immortal ironhide - at 2012.10.25 02:48:00
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35. [FEEDBACK]Heavy suit balancing, specifically the advanced suit. - in Feedback/Requests [original thread]
Herpn Derpidus wrote: Altina McAlterson wrote: Herpn Derpidus wrote: Altina McAlterson wrote: Why can't you do the same for the shielded suits? Not to mention armor is more vulnerable to explosive damage and they're slower. I must be r...
- by immortal ironhide - at 2012.10.23 18:36:00
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36. [FEEDBACK]Heavy suit balancing, specifically the advanced suit. - in Feedback/Requests [original thread]
Nah cant get rid of armor heavies. They are good for av as you can fill high slots with damage mods. If we only had hybrid, tje high slots would be filled with shield extenders, thus reducing how effective the forge gun can truly be. Just my .02 ...
- by immortal ironhide - at 2012.10.23 16:19:00
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37. Forge Gun Accuracy - in Feedback/Requests [original thread]
Average Joe81 wrote: ever heard of bullet drop? I have to use it a lot when i drive a rail gun tank so since forge guns are just a stronger version of railguns i dont thinnk it would have any acception. perhaps this is one reason why you dont n...
- by immortal ironhide - at 2012.10.23 02:51:00
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38. Forge Gun Accuracy - in Feedback/Requests [original thread]
Korio Jin wrote: As I posted in another thread just now, I've been seeing similar issues with shots going wide at slightly longer ranges. I was wondering, have you trained sharpshooting to any reasonable level and tried to compare how the shot...
- by immortal ironhide - at 2012.10.22 23:11:00
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39. Forge Gun Accuracy - in Feedback/Requests [original thread]
to clarify: i am not saying forge guns are terribly inaccurate just misleading in the way the crosshair works. as kleaner said you can have a stationary vehicle and aim at it and the crosshair will be red, but the shot doesnt hit it. Shaking isnt ...
- by immortal ironhide - at 2012.10.22 19:07:00
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40. Forge Gun Accuracy - in Feedback/Requests [original thread]
from what ive seen there is no skill for accuracy. just the ones for range, capacity, reload, and cpu usage.
- by immortal ironhide - at 2012.10.22 05:26:00
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