Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Where implants DO HURT!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2003-11-23, 05:13 AM | [Ignore Me] #1 | ||
Contributor Major
|
I'll try and keep this list down to a few pages
I'd put the HART timer back to 10 Mins, possibly even 15. I'd make it so a person freshly revived has 100 stamina and still has use of their implants. I whould make the turrents on the bases wall mounted ball turrents. I.E. They whouldnt have that "Dead area" right beneath them. I'd also put turrents on the building itself covering the courtyard. I'd reduce the armor a AMS has in travel mode. I'd increase the deflection that the Sunderer and Deliverer have against small arms non AP ammo fire. I'd combine the Sunderer and Galaxy into one cert. I'd put flak turrents on bases, then I'd make it so these could target skeeters if you had a Interlink Facility Link. I'd give base turrents a activatable shield if you have an interlink facility, similar to NC max shield. I'd give the MCG a spin up time. I'd ungimp the ammo carried for all AV troopers as well as the skyguard. I'd make the skyguard available without a techplant.
__________________
The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|