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1. Cosmos Storyline Blueprint Items need a revamp! - in Ships and Modules [original thread]
One of the easiest fixes to costs would be for CCP to remove the invention decryptors from the build materials of these modules.
- by Jocca Quinn - at 2012.04.26 15:14:00
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2. Gang Mods and Battlecruiser Fittings - in Ships and Modules [original thread]
Originally by: Nian Banks The only real issue with Gang Modules is the capacitor use, It has been said many times over a couple of years that Gang Modules need a skill that reduced the capacitor use by 10%/lvl. Thats about all that is wron...
- by Jocca Quinn - at 2007.11.16 09:23:00
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3. The Command Ship Nerf - in Ships and Modules [original thread]
I can see why the change is necessary, the battlecruisers and their command ship cousins having the same shield recharge as cruisers is not balanced. However, Command Ships do have a right to a boost in my opinion. When the overall hitpoint boost...
- by Jocca Quinn - at 2007.06.18 13:34:00
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4. Gangmods cap use - in Ships and Modules [original thread]
Couldn't agree more with the OP. Unless the Fleet commands are really supposed to be safe spot ships (in which case remove any offensive bonus's and replace with more support oriented ones) then they need a little help to run the gang mods, perhap...
- by Jocca Quinn - at 2006.08.04 17:14:00
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5. Loot / t2 large shield transfers - in Ships and Modules [original thread]
Simple question, are these in game yet ? If yes, where can they be found ? If no, anyone any idea why not ? (other than the dev's forgot) JQ none of us are free as long as one of us is chained none of us are free
- by Jocca Quinn - at 2006.07.20 22:28:00
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6. Loot / t2 large shield transfers - in Ships and Modules [original thread]
none of us are free as long as one of us is chained none of us are free
- by Jocca Quinn - at 2006.07.20 22:27:00
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7. A proposal for tier 2 battlecruisers - in Ships and Modules [original thread]
I'd like to see a Battlecruiser that could mount a couple of large turrets as well. But rather than give them large amounts of grid to do that I'd do with a bonus like the stealth bombers ie a grid reduction to large turrets. I'd also make it so t...
- by Jocca Quinn - at 2006.01.04 09:43:00
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8. Stealth Bombers & missiles - in Ships and Modules [original thread]
Edited by: Jocca Quinn on 06/12/2005 19:22:06 Originally by: Laythun ok ok, so made a mistake in letting him get too close, but i was always on the understanding that they do get a bonus, as the person above me showed they do. wat i ca...
- by Jocca Quinn - at 2005.12.06 19:16:00
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9. NPC missiles pwn - in Ships and Modules [original thread]
I've noticed this on a lot of different rats, belt and mission. It seems as though all the npc's have all the missile skills at max Damn i wish I could train that fast JQ none of us are free as long as one of us is chained none of us a...
- by Jocca Quinn - at 2005.07.12 12:07:00
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10. Grid requirements. And business. - in Ships and Modules [original thread]
Its not the changes to cpu/grid directly that I am concerned with, yes I read the patch notes and expected some problems with fitting. It more a case of which races were affected. I checked 24 combat ships (mostly frigs and cruisers) 5 Amarrian,...
- by Jocca Quinn - at 2005.07.06 11:25:00
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11. How comon will dreads really be? - in Ships and Modules [original thread]
Heres a really evil thought, what if Dreads were forbidden from empire space ... I mean what government in their right mind is going to let a private citizen run around in a ship that can kill stations ? Dreads seem to be the kind of ship for te...
- by Jocca Quinn - at 2005.07.01 13:49:00
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12. Whats the scoop on Stealth Bombers? - in Ships and Modules [original thread]
Originally by: Jim Steele Anyhow, the bombers youd expect to be on sisi but arnt because they are still being "balanced" (made boring and un-useable in pvp) i dont expect them to see them on TQ anytime soon, mearly that oveur was yanking...
- by Jocca Quinn - at 2005.03.19 16:17:00
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13. CCP; For the Last Time Stop Playing Favorites!!! - in Ships and Modules [original thread]
I had a thought that maybe the amarr/minmatar mismatch was due to a misunderstanding between the ship designers and the weapon designers. Take the in game premise of Amarr prefering large fleets of heavily tanked ships and the Minmatar prefering s...
- by Jocca Quinn - at 2004.11.30 17:21:00
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14. CCP; For the Last Time Stop Playing Favorites!!! - in Ships and Modules [original thread]
I had a thought that maybe the amarr/minmatar mismatch was due to a misunderstanding between the ship designers and the weapon designers. Take the in game premise of Amarr prefering large fleets of heavily tanked ships and the Minmatar prefering s...
- by Jocca Quinn - at 2004.11.30 17:21:00
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15. Med. Slot Tracking CPU ? - in Ships and Modules [original thread]
Originally by: Marcus Aurelius activate guns, deactivate guins, look again they work, its a graph bug So you don't NEED to do this activate/deactivate stuff, the comps ARE actually working ? JQ none of us are free as long as one ...
- by Jocca Quinn - at 2004.09.01 20:56:00
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16. Med. Slot Tracking CPU ? - in Ships and Modules [original thread]
Originally by: Marcus Aurelius activate guns, deactivate guins, look again they work, its a graph bug So you don't NEED to do this activate/deactivate stuff, the comps ARE actually working ? JQ none of us are free as long as one ...
- by Jocca Quinn - at 2004.09.01 20:56:00
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17. Cruiser 2nd Bonuses in testing - in Ships and Modules [original thread]
Originally by: Cruz Originally by: Nicodemous Edited by: Nicodemous on 24/07/2004 13:04:11 Originally by: Arthur Guinness Rupture is powerful enough, doesn't need mroe dronebay. It'd could do with maybe 10m/s more base...
- by Jocca Quinn - at 2004.07.24 19:14:00
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18. Cruiser 2nd Bonuses in testing - in Ships and Modules [original thread]
Originally by: Cruz Originally by: Nicodemous Edited by: Nicodemous on 24/07/2004 13:04:11 Originally by: Arthur Guinness Rupture is powerful enough, doesn't need mroe dronebay. It'd could do with maybe 10m/s more base...
- by Jocca Quinn - at 2004.07.24 19:14:00
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19. Cruiser 2nd Bonuses in testing - in Ships and Modules [original thread]
Edited by: Jocca Quinn on 24/07/2004 00:25:52 ___________________________ Jan Ors wrote À The Bellicose and Rupture 2nd bonuses being swapped around I support, but I think their are better ideas for these ships. I think changing the Bellicos...
- by Jocca Quinn - at 2004.07.23 23:20:00
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20. Cruiser 2nd Bonuses in testing - in Ships and Modules [original thread]
Edited by: Jocca Quinn on 24/07/2004 00:25:52 ___________________________ Jan Ors wrote À The Bellicose and Rupture 2nd bonuses being swapped around I support, but I think their are better ideas for these ships. I think changing the Bellicos...
- by Jocca Quinn - at 2004.07.23 23:20:00
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