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581. Team mates killing own teammates? - in General Discussions [original thread]
Anyhow, the mechanics that allow TK should be hunted down from highsec public games, and be allowed on lowsec FW (with standings and reward hit) and nullsec (free for all). Alternately highsec TK should be concord watched: insta kick and clone dea...
- by trollsroyce - at 2013.03.12 17:35:00
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582. Team mates killing own teammates? - in General Discussions [original thread]
ICECREAMK1NG wrote: My record. 18. I'll try harder though. You would be the first name that pops into mind if I was asked for a teamkiller :)
- by trollsroyce - at 2013.03.12 17:26:00
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583. [request] Fishing - in Feedback/Requests [original thread]
trooling (with dropships)
- by trollsroyce - at 2013.03.12 15:19:00
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584. [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
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585. Objective game mode less focused on kills - in General Discussions [original thread]
Agreed. Skirmish should have a random clone count chosen from options ranging 100-1000. A 100 clone skirmish would be often about kills, a 1000 would be all about objectives.
- by trollsroyce - at 2013.03.12 11:02:00
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586. [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
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587. [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
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588. 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
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589. [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
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590. [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
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591. 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
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592. 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
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593. 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
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594. Discussion: how to make field control play matter - in General Discussions [original thread]
Every single game which has objective capturing in it's core has thus far boiled down to close quarters focus. E.g. PS2 has reduced to MAX spam, dust skirmish to assault and tanks. Games with CTF lean lean more towards field control (TF, battlefi...
- by trollsroyce - at 2013.03.11 15:53:00
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595. Sniper protection? - in General Discussions [original thread]
On question: dual tank to just have enough buffer. Plates and rep, shield extenders. On topic: best protection is to deploy with vehicles and drop uplinks. When in built environment, sniper cover is everywhere.
- by trollsroyce - at 2013.03.11 15:35:00
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596. 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
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597. 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
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598. Droplinks only for squad spawning? WTF? - in General Discussions [original thread]
Actually I think this would be good for the game. Drop uplinks are way overpowered with the whole team being able to skip midfield; having them squad based would be a good balance to the most overpowered item in game. Squad size can be discussed,...
- by trollsroyce - at 2013.03.11 14:09:00
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599. [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
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600. [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
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