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621. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
Here is what I think the "meta goal" would be: A team optimally consists of 3 parts: 1/3 of it is frontline 1/3 of it is long range battlefield control 1/3 of it needs to adapt to map specifics Currently: 2/3 of it is frontline 1/3 adapts, whi...
- by trollsroyce - at 2013.03.08 10:09:00
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622. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
It makes an occasional shift from local to global tactics, which is a good change. The game is now all about fighting in strategic spots, while it could be that AND fighting for field control. On those maps you mentioned, Laurent, only Manus Peak ...
- by trollsroyce - at 2013.03.08 08:48:00
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623. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
Perhaps the better approach on that would be buffing all other officer guns ;)
- by trollsroyce - at 2013.03.08 07:28:00
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624. DustBuster's Suggestion Series - In Game Controls - in Feedback/Requests [original thread]
Agree. Squad leader controls are especially horrible with mouse and keyboard. It is also impossible to use spawn points in the middle of map with keyboard, as wasd spawn selectin takes always the furthest ones.
- by trollsroyce - at 2013.03.07 22:47:00
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625. DustBuster's Suggestion Series - #1 Mercenary Quarters User Interface - in Feedback/Requests [original thread]
Agree on all. The way to invite people to squad should be from chat playerlist right click menu on player portrait.
- by trollsroyce - at 2013.03.07 22:43:00
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626. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
I'm talking low/nulksec fights here. Pubs can stay as they are :)
- by trollsroyce - at 2013.03.07 18:58:00
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627. TROLLSROYCE Fix to Snipers - in Feedback/Requests [original thread]
Snipers in dust have one endgame issue that's going to surface soon, as corps get the game. Dust is local objective based, and snipers are a global field asset. This will ultimately mean, that the counter to snipers is at the same time the only w...
- by trollsroyce - at 2013.03.07 16:34:00
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628. [Request] Balance Officer weapons - in Feedback/Requests [original thread]
Negating shields buy you 6-10 seconds of a single guy covering or fighting at increased risk. This is at objectives. Killing an enemy passing the worthless field you cover gives him a fast trip to a meaningful uplink. He should thank you and suic...
- by trollsroyce - at 2013.03.07 15:56:00
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629. How will the market items in dust work after eve integration? - in General Discussions [original thread]
Garrett Blacknova wrote: trollsroyce wrote: GÇó only militia items are NPC seeded, rest crafted or found in pve That should be "militia and AUR items". True
- by trollsroyce - at 2013.03.07 15:27:00
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630. [Request] Balance Officer weapons - in Feedback/Requests [original thread]
240 damage Thale with a 6/7 shot clip is where I'd have it. The reasoning is simple: you will not lose as many Thales as you lose Balacs, when playing to the role. The rifle wants dropping power, but I'd have it on multiple targets via clip size...
- by trollsroyce - at 2013.03.07 14:21:00
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631. How will the market items in dust work after eve integration? - in General Discussions [original thread]
The right way to do it: GÇó only militia items are NPC seeded, rest crafted or found in pve GÇó salvage is deduced from items on corpses in pvp, winner takes all GÇó player supply and demand regulate everything except for cheap militia stuff, so ...
- by trollsroyce - at 2013.03.07 10:58:00
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632. Why are there so many bad players!? - in General Discussions [original thread]
You forgot the 3 afk players with 0-0 score.
- by trollsroyce - at 2013.03.07 10:36:00
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633. DUST vs EVE, what I'm missing and how to get around it. - in General Discussions [original thread]
And the winner is... Dotlan!
- by trollsroyce - at 2013.03.07 10:33:00
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634. Limit to tanks please... - in General Discussions [original thread]
Public games could have the limit IMHO. They are for getting exp and loot, which you can get afk for all it matters. Isk wise its not prolly efficient to bring tanks except for railgun ones that can pop stuff for more exp and isk. Id limit it to ...
- by trollsroyce - at 2013.03.07 10:14:00
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635. Assault vk.1 vs. Logi vk.1 - in General Discussions [original thread]
Laurent Cazaderon wrote: That topic has a good point. There are many flaws regarding the assault suit compared to high tier logi suits. The side arm itself is a very low compensation compared to logi suits with at least 2 equip slots, 20% more ...
- by trollsroyce - at 2013.03.07 09:25:00
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636. Something for the NEW New Eden Mercs - in General Discussions [original thread]
Awesome starter weapons: Heavy: militia forge gun. No skillpoints needed. 1 shots even expensive proto suits, if you can connect the dots. Light: mass driver. No skillpoint investment required to make it work. Sidearm: scrambler pistol. Headshots ...
- by trollsroyce - at 2013.03.06 22:43:00
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637. New player guide to fitting - in General Discussions [original thread]
Pro fit = profit
- by trollsroyce - at 2013.03.06 21:03:00
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638. there is no added rewards for winning in this game - in General Discussions [original thread]
The isk reward is rather meaningless and you get the same salvage by win or loss. For me the pubs are all about win fast or lose fast, doesn't matter which outcome.
- by trollsroyce - at 2013.03.06 20:36:00
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639. [Request] Balance Officer weapons - in Feedback/Requests [original thread]
Vermaak Doe wrote: What about making the thale charge and only lowering it to around 300? Nope. Charge snipers are horrible wrist killers, and officer sniper really needs to be able of rapid succession shots. Lowering damage is a better choo...
- by trollsroyce - at 2013.03.06 18:39:00
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640. BEYOND!!! - in General Discussions [original thread]
I'll get a PS4 solely for Dust, unless a PC port is announced with PS4 port.
- by trollsroyce - at 2013.03.06 14:55:00
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