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1. Should Damage Mods only apply to a weapon's optimal range? - in Feedback/Requests [original thread]
As it stands, stacking damage mods on a weapon helps it put out larger amounts of damage at excessive ranges, when damage should ideally be falling off. (This, of course, is based on my personal perception and theory of how damage mods work, corre...
- by rickyhong02 - at 2013.12.01 21:55:00
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2. Scale WP Rewards for HAV Destruction - in Feedback/Requests [original thread]
Destroying an HAV is a flat 150 WP, which is a narrow-minded reward given the variety of different HAVs one can encounter on the battlefield. Some tanks are tough and pesky, and others are weaker and easy to take out. Such different tanks deserve ...
- by rickyhong02 - at 2013.12.01 21:36:00
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3. Sighting Lasers for the Forge Gun - in Feedback/Requests [original thread]
That's a good idea. To keep an insta-kill weapon from becoming frustrating for players, you should know its coming or know where it came from. The Forge Gun does neither adequately right now, and that should change.
- by rickyhong02 - at 2013.12.01 21:16:00
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4. [Request] Resistance Plating - in Feedback/Requests [original thread]
Draco Cerberus wrote: I'm not sure an audio indicator would be appropriate for a hardener as it doesn't actually turn the bullet/round away causing a ricochet but rather reduces the amount of damage that affects the hp of the user's armor or sh...
- by rickyhong02 - at 2013.07.29 00:39:00
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5. [Idea] Plasma Charges. - in Feedback/Requests [original thread]
Interesting, trying to think what I would use these for. They're not as strong as a locus grenade, so they seem more of a finisher / distraction kinda thing. For some exciting variants: maybe one that's not sticky, with flux blast radius, longer ...
- by rickyhong02 - at 2013.07.29 00:07:00
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6. [Request] Resistance Plating - in Feedback/Requests [original thread]
Instead of having the red x that appears on your crosshairs with you score a hit, it could be white to show you're not effective. Also an audio indicator would be nice. If you're shooting at someone with a hardener, you might hear bullets bouncin...
- by rickyhong02 - at 2013.07.28 01:35:00
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7. The Skill Tree Think Tank: Also a core mechanic. - in Feedback/Requests [original thread]
Korvin Lomont wrote: Weaponry > Light > Assault (giving access to all Racial Assault rifes) > Racial specialisation (eg. Caldari Assault Rifle Proficancy) Weaponry > Light > Combat Rifles (current Burst Variants) > Racial spec...
- by rickyhong02 - at 2013.07.28 01:18:00
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8. [Suggestion] Improve infantry health bars - in Feedback/Requests [original thread]
Bump. IMO Having all health bars the same length is a little disingenuous, especially in a game where players have different amounts of health. Variable-length health bars would be particularly handy with evaluating medium dropsuits (PRO can have...
- by rickyhong02 - at 2013.07.23 18:48:00
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9. [Suggestion] Improve infantry health bars - in Feedback/Requests [original thread]
Lemme explain: Right now, when a health bar is full, it means that player is at 100% full health. But how much health do they have? 900 EHP is a lot different than 200 EHP! Also, since the armor and shield bars are the same length, you cannot see...
- by rickyhong02 - at 2013.07.23 03:01:00
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10. [Suggestion] Improve infantry health bars - in Feedback/Requests [original thread]
Not a big issue, but other players' health bars could be made more intuitive and informative while cutting down on clutter. First, instead of the current two bars, there would be one bar for total EHP. The EHP bar would be as long as one of the h...
- by rickyhong02 - at 2013.07.23 00:47:00
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11. Request: Drag teammates that are bleeding out - in Feedback/Requests [original thread]
Bump! Thanks for the discussion, keep it up! Echoist wrote: maybe we could use our sidearm if we have one This is an interesting idea. I run a logi with a mass driver, so I wouldn't benefit from this, but logis that do fit sidearms would h...
- by rickyhong02 - at 2013.07.10 15:41:00
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12. Request: Drag teammates that are bleeding out - in Feedback/Requests [original thread]
This was mentioned in a thread before , but I think the idea deserves its own topic. Dragging teammates that are bleeding out makes for more strategic and team-oriented gameplay. For example, two players could team up to get a fallen teammate to...
- by rickyhong02 - at 2013.07.10 03:59:00
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