Pages: 1 2 3 4 [5] 6 7 8 9 |
81. [Request] ACTIVE dropsuit modules (similar to "superpowers") - in Feedback/Requests [original thread]
Cheers, good topic. I have a very idealist approach and look at iterating the big picture along specific choices; hard to come through with the overall picture oft
- by trollsroyce - at 2013.03.12 21:53:00
|
82. [Request] collision detection accuracy improvements - in Feedback/Requests [original thread]
for remote explosives. A decent level is, when you can: GÇó load a LAV with them and ram tanks to death (they drop off, you could do this already in bf1942) GÇó drop them on dropship roof from MCC and afterburner catapult them over the map GÇó fi...
- by trollsroyce - at 2013.03.12 20:45:00
|
83. [request] Fishing - in Feedback/Requests [original thread]
trooling (with dropships)
- by trollsroyce - at 2013.03.12 15:19:00
|
84. [request] Fishing - in Feedback/Requests [original thread]
Would be cool to have little ponds on the larger maps where you could go fishing and detach from the battlefield horrors a bit. Or mining, perhaps?
- by trollsroyce - at 2013.03.12 14:31:00
|
85. [FEEDBACK][BUGS] Rail test and info returned. - in Feedback/Requests [original thread]
What stuff did you shoot with it? Might also be broken damage split issue, e.g. All thermal, which could be gun specific.
- by trollsroyce - at 2013.03.12 10:47:00
|
86. [Feedback & Suggestion] Target data clutters view in sniper scope. - in Feedback/Requests [original thread]
Posted about this a couple months back and got dev response, also in weekly list. They are working on indicators. The best solution would be to narrow when data shows on scope, so that you see it only from the crosshair pixel at over 300m. Chevro...
- by trollsroyce - at 2013.03.12 09:44:00
|
87. Suggestion: keep squad based drop uplinks, fix uplink balance - in Feedback/Requests [original thread]
Cross: Your response is tied to the current iteration of dust, which is built wholly around frontline objective play. My ideal is a gameplay that adapts to map types and circumstances, providing different engagements. In the current, limited Dust...
- by trollsroyce - at 2013.03.11 19:40:00
|
88. [Request] ACTIVE dropsuit modules (similar to "superpowers") - in Feedback/Requests [original thread]
The design of specific dropsuits is subordinate to big choices like active mod introduction, so judging them should not be done on current suits. The logi example is good though in that the suit has too big of an inherent advantage in fitting for ...
- by trollsroyce - at 2013.03.11 19:21:00
|
89. [Request] ACTIVE dropsuit modules (similar to "superpowers") - in Feedback/Requests [original thread]
The philosophy behind using equip slots would be to use module slots to build the frame of fitting: damage, armor, shield, radar. On that you'd put the active speciality. Not saying it's better than EVE style trade offs on mid and lowslots, but i...
- by trollsroyce - at 2013.03.11 17:54:00
|
90. The railgun near C in manus peak. - in Feedback/Requests [original thread]
Bump for utmost importance, as this is being overrun by posts about war barge fighting and all.
- by trollsroyce - at 2013.03.11 17:41:00
|
91. Suggestion: keep squad based drop uplinks, fix uplink balance - in Feedback/Requests [original thread]
Being able to insta deploy is more detrimental to tactics, as it promotes close quarters spam.
- by trollsroyce - at 2013.03.11 17:38:00
|
92. Lowsec and nullsec: free for all OB - in Feedback/Requests [original thread]
Simple request: anyone can bomb low and null fights at will. OB hits the field randomly. Lowsec bombing attracts faction navy and gives sec penalty. Perhaps highsec pubs too, but concordated.
- by trollsroyce - at 2013.03.11 16:13:00
|
93. Feedback: Overall map design needs to lean to extremes. - in Feedback/Requests [original thread]
TLDR: short range maps, long range maps, vehicle focused maps, infantry focused maps. Not all in one blurs. The map design currently, IMHO, tries to cater to too many playstyles. This leads to "every role having it's place", yes, but it also m...
- by trollsroyce - at 2013.03.11 14:42:00
|
94. Suggestion: keep squad based drop uplinks, fix uplink balance - in Feedback/Requests [original thread]
A controversial one incoming. DROP UPLINK is the most powerful item in game currently. This tactical equipment allows teams to completely bypass midfield, potentially making snipers very niche and dumbing down tactics to "keep uplinks going, ever...
- by trollsroyce - at 2013.03.11 14:19:00
|
95. [Request] ACTIVE dropsuit modules (similar to "superpowers") - in Feedback/Requests [original thread]
Definitely a pursuable line of design. CPU and PG requirements of such modules should be carefully considered, and implementing the modules could take place with a general module rebalance initiative. One possible way to implement them would be ...
- by trollsroyce - at 2013.03.11 12:58:00
|
96. [Suggestion] War Barge fights. A new type of NPC contracts. V1.1 - in Feedback/Requests [original thread]
Laurent Cazaderon wrote: Chinduko wrote: I sill love the idea of a war barge fight. Having a war barge map would be just as awesome. I love CQC! War Barge is a failry large ship. You could have some huge warehouse where the fight wouldnt ...
- by trollsroyce - at 2013.03.11 12:31:00
|
97. [Suggestion] War Barge fights. A new type of NPC contracts. V1.1 - in Feedback/Requests [original thread]
Very natural progression from planet to war barge to stations. Also, since merc oriented corps will be the ones to use war barges in the first place, when it is implemented. +1
- by trollsroyce - at 2013.03.11 12:26:00
|
98. [Suggestion]A Injector and Repper solution for LogiBros - in Feedback/Requests [original thread]
Solution to this problem would be to remove WP. Came to thread expecting an idea of joining injector and repper into one tool and giving logistics suit a substantial bonus to their efficiency.
- by trollsroyce - at 2013.03.11 09:02:00
|
99. [Request] Once a week refund all spent SP and..... - in Feedback/Requests [original thread]
Dust will probably follow the same path as EVE, where getting to the endgame properly takes over a year of SP waiting. It doesn't appeal to all, many are put out by the fact they are only good for menial tasks until they have the basics done. Bein...
- by trollsroyce - at 2013.03.10 18:12:00
|
100. Request: even number teams need to be questioned. - in Feedback/Requests [original thread]
Free Beers wrote: trollsroyce wrote: One major lacking New Eden vibe in dust is non-consentual outnumbering, aka blobbing. Dust needs circumstances, where one side will have vastly more players than the other. I propose this for highsrc spa...
- by trollsroyce - at 2013.03.10 08:15:00
|
Pages: 1 2 3 4 [5] 6 7 8 9 |
First page | Previous page | Next page | Last page |