Pages: [1] 2 3 4 5 6 7 8 9 10 |
1. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Yadaryon Vondawn wrote: Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turret...
- by Iam Widdershins - at 2015.11.21 04:17:21
|
2. NERF The Watchlist....... - in Player Features and Ideas Discussion [original thread]
Quoting myself: Let me tell you why I use the watch list. Sometimes I'll add acquaintances from long ago that I wonder, are they still playing? If they log in, hooray! I can convo them! Without watch lists, someone might disable this and end up ...
- by Iam Widdershins - at 2015.11.18 08:13:15
|
3. Sticky:[December] Navy EWar Frigates - in Player Features and Ideas Discussion [original thread]
Iam Widdershins wrote: I was taken aback to see you were giving these new navy ships a full 400 calibration. Is this a typo, or an intentional move? It is normal for navy ships to have 400 calibration.[/quote] Ah... so it is. My mistake.
- by Iam Widdershins - at 2015.10.17 06:49:27
|
4. Sticky:[December] Navy EWar Frigates - in Player Features and Ideas Discussion [original thread]
I was taken aback to see you were giving these new navy ships a full 400 calibration. Is this a typo, or an intentional move?
- by Iam Widdershins - at 2015.10.17 03:17:48
|
5. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Serious post: These changes are pretty neat and all, but the Huginn just hasn't been the same since you nerfed its engine trails from verdant green to the current Minmatar standard. The removable of a discernible engine signature from combat reco...
- by Iam Widdershins - at 2014.12.27 03:55:48
|
6. Sticky:[Rhea] Introducing the Bowhead - in Player Features and Ideas Discussion [original thread]
Pretty cool and all, this fills a good niche. My biggest question, pretty pertinent to the ship's general operation and lifespan, is regarding looting mechanics. As I recall, ships like carriers, Orcas, and Titans don't actually ever drop anythin...
- by Iam Widdershins - at 2014.11.10 22:46:23
|
7. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Bronson Hughes wrote: My question regarding the new anti-capital void bomb (which, incidentally, I think is a really cool idea): with a 1 meter area of effect, does the bomb have to land within 1 meter of the ships physical model, or it's colli...
- by Iam Widdershins - at 2014.10.21 02:43:00
|
8. Sticky:Feedback request on Contract system - in Player Features and Ideas Discussion [original thread]
CCP SoniClover wrote: Hello Capsuleers. We're looking into what small improvements we can make to the contract system to make it more useful and trustworthy. Bring back freeform contracts ( -í-¦ -£-û -í-¦)
- by Iam Widdershins - at 2014.10.21 02:36:09
|
9. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
K'rysteena Mocking'Jay wrote: Wow excellent work in supporting a crap idea. Carriers are SUPPOSED to take ships into battle over distances, Super Carriers are SUPPOSED to do the same but bigger and better. This game already takes years to play...
- by Iam Widdershins - at 2014.10.20 04:49:00
|
10. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
Greyscale, you are knocking it out of the park with these responses. These two posts in particular made me very happy. More feedback, though: I'll admit that I don't really like how it can take up to 30 whole days to let your fatigue decay ba...
- by Iam Widdershins - at 2014.10.20 02:26:00
|
11. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
CCP Greyscale wrote: Black Ops fatigue is a value we're happy to tune, within a reasonable range. Make a case for a number and we'll listen :) Your mission, should you choose to accept it: Procure or create an eye-wateringly eloquent treatise...
- by Iam Widdershins - at 2014.10.20 00:03:00
|
12. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: I'm not ignoring this thread at all. That being said, I am well aware of the kinds of games that can be played in attempts to win theorycrafting arguments. I am especially amused by the implication that 900m sig radius capita...
- by Iam Widdershins - at 2014.05.27 22:30:00
|
13. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
Posting once again to confirm that I'm still pretty underwhelmed with the damage output the Bargest can bring to bear. I vividly recall reading explanations that pirate ships are intentionally made much stronger than Navy battleships. And yet, th...
- by Iam Widdershins - at 2014.05.23 23:55:00
|
14. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Lena Lazair wrote: CCP Fozzie wrote: The numbers are now corrected in the OP. Can you confirm in contrast that the agility nerf to JFs is intentional? (from 0.05 to 0.0625)? It's intentional, although I have been ...
- by Iam Widdershins - at 2014.05.22 03:26:00
|
15. Sticky:[Kronos] Medium Micro Jump Drives - in Player Features and Ideas Discussion [original thread]
Annedalda Dixenme wrote: The act of fitting and using the MMJD to escape is itself an interaction with the PVP player. That is a terrible excuse for an argument. People fit MJD to their Marauders all the time, but I don't feel very interacted...
- by Iam Widdershins - at 2014.05.21 00:11:00
|
16. Sticky:[Kronos] Medium Micro Jump Drives - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey everyone. Thanks for the continued feedback. We're going to remove Attack Battlecruisers from the list of ships that can use this module in the first iteration, since there are some legitimate concerns with how this would...
- by Iam Widdershins - at 2014.05.19 14:43:00
|
17. Partially repairing overheated modules - in Player Features and Ideas Discussion [original thread]
A better thing to ask for here would be to allow modules to start a repair when there isn't enough paste present to repair them fully.
- by Iam Widdershins - at 2014.05.16 22:17:00
|
18. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
Caitlyn Tufy wrote: Missile ships always had a lower number of "effective launchers". That made missile ships generally inferior in dps before the cruises were buffed, as each individual launcher was roughly compareable to individual gun. Howev...
- by Iam Widdershins - at 2014.05.13 20:41:00
|
19. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
Chris Winter wrote: The Barghest starts to look really lackluster when compared to the other pirate BSes. BARGHEST: 8.75 effective launchers (at max skill), 50m3 drones, 20 total slots. NIGHTMARE: 10 effective guns (at any skill), 75m3 dro...
- by Iam Widdershins - at 2014.05.13 14:18:00
|
20. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
ZecsMarquis wrote: Overall pretty disappointed with the battleship stats. No application bonus hurts it big time, even for cruise though not as bad. I'll buy one and when it pops I will not buy another. Hopefully we get a revision on this. Nerf...
- by Iam Widdershins - at 2014.05.12 21:20:00
|
Pages: [1] 2 3 4 5 6 7 8 9 10 |
First page | Previous page | Next page | Last page |