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TheD1CK
Dead Man's Game
927
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Posted - 2014.03.06 10:23:00 -
[1] - Quote
The update is a healthy fix to grenades, even though that lost nade will be missed Carrying 2 is fine in terms of using Locus/Flux but AV grenades suffer from this quite a bit So I posted this to get a few points out there that CCP should look at ......
- AV grenades, need a DMG buff if being capped at 2 carried
- Contact grenades have the highest fitting cost, lowest DMG only being able to carry 1 which kills any reason to use them They could be reduced in cost or increased to 2 carried ....
- Sleek Grenades, are not the OHK devices mercs QQ over To make these a viable option, capacity should be kept at 3
'D1CK by name'
'D1CK by nature'
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TheD1CK
Dead Man's Game
930
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Posted - 2014.03.06 12:28:00 -
[2] - Quote
bumped, i'd rather this is seen before 1.8 release
'D1CK by name'
'D1CK by nature'
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JARREL THOMAS
Dead Man's Game
163
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Posted - 2014.03.06 12:33:00 -
[3] - Quote
+1
And "D1CK by name D1CK by nature" lol
Caldari Loyalist
I speak for the rabbits
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The Robot Devil
Molon Labe. General Tso's Alliance
1869
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Posted - 2014.03.06 12:34:00 -
[4] - Quote
i really like the three sleek
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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The Robot Devil
Molon Labe. General Tso's Alliance
1869
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Posted - 2014.03.06 12:36:00 -
[5] - Quote
Add a low slot a mod that adds one and another that increases the damage. That would allow for a grenader fit.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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TheD1CK
Dead Man's Game
930
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Posted - 2014.03.06 12:37:00 -
[6] - Quote
The Robot Devil wrote:Add a low slot a mod that adds one and another that increases the damage. That would allow for a grenader fit.
Almost a good idea, but the fitting for contact grenades needs lowering before a module to increase their ability is introduced
'D1CK by name'
'D1CK by nature'
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Jaqen H'hgar
Freek Coalition Freek Alliance
1
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Posted - 2014.03.06 12:43:00 -
[7] - Quote
Completely agree with this. Nerfing AVs will render them useless. Its stressfull enough to carry NH and keeping close to it to have enough AVs to take down a militia tank, not evem mentioning the several stacks of hardeners. Right now with even 3 they are mostly just to scare away vehicles at best. |
The Robot Devil
Molon Labe. General Tso's Alliance
1869
|
Posted - 2014.03.06 12:50:00 -
[8] - Quote
TheD1CK wrote:The Robot Devil wrote:Add a low slot a mod that adds one and another that increases the damage. That would allow for a grenader fit. Almost a good idea, but the fitting for contact grenades needs lowering before a module to increase their ability is introduced I do like your idea though, it would make a grenadier fit specialized
The +1 module doesn't even have to have a CPU/PG cost or tiers, it would just take up a slot. I don't use the contact so I am unfamiliar with their costs.
"You people voted for Hubert Humphrey, and you killed Jesus."
Raoul Duke
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TheD1CK
Dead Man's Game
934
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Posted - 2014.03.06 15:48:00 -
[9] - Quote
The Robot Devil wrote:TheD1CK wrote:The Robot Devil wrote:Add a low slot a mod that adds one and another that increases the damage. That would allow for a grenader fit. Almost a good idea, but the fitting for contact grenades needs lowering before a module to increase their ability is introduced I do like your idea though, it would make a grenadier fit specialized The +1 module doesn't even have to have a CPU/PG cost or tiers, it would just take up a slot. I don't use the contact so I am unfamiliar with their costs.
Similar to an ammo expansion unit for vehicles, good stuff I take back saying almost a good idea, this is a very good idea
As Jaqen points out, this update really kills the use of AV grenades From my own experience in 1.7, 3 barely handle an LAV this needs re-working
'D1CK by name'
'D1CK by nature'
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