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101. Active hardeners (shield and armor) are *really loud* - in Player Features and Ideas Discussion [original thread]
/signed Shield and Armor hardeners are INSANELY loud. Please fix CCP :D
- by Kittamaru - at 2009.09.23 01:30:00
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102. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
While I'd love to see Hybrids get another possible damage type, I don't think it's going to happen, nor is it really necessary. And I actually like the idea of a no-falloff hybrid. Give blasters double their current range and no falloff and they'...
- by Kittamaru - at 2009.09.23 01:24:00
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103. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Okay, I'm back with fixed glasses: The idea here is to differentiate the turrets a little more. Blasters should be melt your face damage wise, but they NEED to be up close and personal. Ideally increasing the speed of the ships they are mounted o...
- by Kittamaru - at 2009.09.22 17:59:00
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104. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Edited by: Kittamaru on 22/09/2009 17:06:00 Now, lets compare Railguns vs Artillery vs Beam Lasers Railguns: Meh damage Meh range Meh RoF Meh all around Solution - increase the optimal range by a fair margin (25%?), REMOVE falloff or make it...
- by Kittamaru - at 2009.09.22 17:06:00
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105. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Seeing as people still complain that "OMG LAZORS ARE OVAPOWAD", I figured it's time we settle this: Lasers are NOT OVERPOWERED. They're perfect, right where they are. The problem is, the other turrets SUCK. Here's why: Blasters vs Autocannons v...
- by Kittamaru - at 2009.09.22 16:57:00
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106. Moneysink: docking/landing fees - in Player Features and Ideas Discussion [original thread]
I don't know many rookies that do... well... anything in a rookie ship. Trust me, this is a bad idea... there's no way to balance it where it's enough of a moneysink to be effective yet not punishing enough to hurt those that can't play more than...
- by Kittamaru - at 2009.09.20 14:51:00
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107. Moneysink: docking/landing fees - in Player Features and Ideas Discussion [original thread]
Short answer: NO Long answer - HEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLLLLLLLLLLLL NNNNNNNNNNNNOOOOOOOOOOOOOOOOO Explanation - wtf mate? You want to have to pay just to dock your ship? Think about it a second - for veteran players, it wouldn't bother the...
- by Kittamaru - at 2009.09.20 14:44:00
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108. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
babump
- by Kittamaru - at 2009.09.20 14:36:00
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109. Orca Redesign - in Player Features and Ideas Discussion [original thread]
bump
- by Kittamaru - at 2009.09.20 04:50:00
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110. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
bump
- by Kittamaru - at 2009.09.20 04:45:00
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111. Deployable, Single Shot, Missile Pods - in Player Features and Ideas Discussion [original thread]
I like the idea, though, I would suggest something - instead of making it single use, why not make it take a while to reload after it's initial volley? Say, 30 minute reload? I'll work on stats tomorrow :D
- by Kittamaru - at 2009.09.20 04:22:00
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112. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
Nah, keep it 0.0 and Wormhole Space only. The idea behind this is that the Rorqual can be the long distance from base operations manager, while the pos with this module is the in-system compression king :)
- by Kittamaru - at 2009.09.18 22:03:00
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113. A Simple Request To A Long Standing Problem - in Player Features and Ideas Discussion [original thread]
Hell, even a SuperSized (tm) Secure Container that doesn't degrade WHEN anchored near a POS would be awesome!
- by Kittamaru - at 2009.09.18 12:39:00
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114. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
Ba Bump
- by Kittamaru - at 2009.09.18 12:33:00
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115. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
Alrighty, I updated the initial post to reflect more balanced numbers - 1% normal for the efficient and a 10% normal for the rapid. So 250,000 down to 2,500 and 25,000 respectively. I want the POS module to be better than the Rorqual because of h...
- by Kittamaru - at 2009.09.18 03:01:00
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116. Orca Redesign - in Player Features and Ideas Discussion [original thread]
Does it really matter what it's named? I mean, I'm pretty sure you can remember what tab it's in :P
- by Kittamaru - at 2009.09.18 02:54:00
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117. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
Not really - you can't produce anything via compressed ores :) This gives you options - export the compressed ore from 0.0 / WH space for sale OR Refine it and produce ships with it.
- by Kittamaru - at 2009.09.17 16:17:00
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118. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
Uh, I don't think you can set either of these up on a small tower... can you? Nope, just checked - none of the small towers have nearly enough CPU to put up a compression array - you'd need a medium, but then you couldn't fit ANYTHING else. This ...
- by Kittamaru - at 2009.09.17 15:28:00
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119. Orca Redesign - in Player Features and Ideas Discussion [original thread]
If you want your own personal orca, get one - as said, you can access all the hangers as though they were your own cargo bay. No problem there (unless I'm missing something?)
- by Kittamaru - at 2009.09.17 15:23:00
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120. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
Ah, but there you said it: The POS can do it better, but you need an Orca AND a J/F to do it, PLUS the POS itself. Also, the POS isn't mobile in the slightest. Especially given the insane times for the efficient one. Finally, no bonuses from th...
- by Kittamaru - at 2009.09.17 14:36:00
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