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1. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Moraguth wrote: elitatwo wrote: aldhura wrote: What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :) These do look good, be nice if they had a speed bonus while cloaked so the...
- by Moraguth - at 2015.11.21 01:35:22
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2. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
elitatwo wrote: aldhura wrote: What about an ore T2 destroyer that gives mining boosts to the roaming gangs of gas miners :) These do look good, be nice if they had a speed bonus while cloaked so they can sneak up on things like logi\EWAR s...
- by Moraguth - at 2015.11.21 00:26:38
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3. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Maksmad wrote: Question for CCP or someone with access to SISI. Command Destroyer skill - what rank is it? Question to CCP Command Ships - will it be renamed to Command Cruisers? thx I'm on sisi now. Command destroyer skill is rank 6. Co...
- by Moraguth - at 2015.11.20 21:10:18
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4. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
motie one wrote: afkalt wrote: "fit" and "bonus to effectiveness" are not the same thing. I can FIT autocannons to a thorax, but it is not BONUSED for them. Hence no one (hardly ever) flies battlecruisers as link ships. Same will apply ...
- by Moraguth - at 2015.11.19 23:19:00
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5. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Shagmar Gera wrote: I just tested it on Singularity. And since so many people were asking... So far: The MJFG does jump bastioned marauders. It does not jump freighters, or Orcas. EDIT: Also! I MFJG'd a cyno ship. The Ship mov...
- by Moraguth - at 2015.11.18 23:24:38
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6. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Will ships that are currently lighting a cyno be moved by the jump? If they are moved, will the cyno spot move or remain in the original position?
- by Moraguth - at 2015.11.18 20:48:12
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7. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Alexis Nightwish wrote: Templar Dane wrote: Alexis Nightwish wrote: Captain StringfellowHawk wrote: Moraguth wrote: My OP Troll post Wow you're pretty stupid huh? I'll try to explain using small words. "Why would a flag be n...
- by Moraguth - at 2015.11.18 05:31:12
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8. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Captain StringfellowHawk wrote: Moraguth wrote: Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)? Are there any limitations (l...
- by Moraguth - at 2015.11.17 18:43:11
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9. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Will activating the MJFG flag the person in any way (to give you a good 5 or 6 seconds to blow the ship up or get a scram on it without gate guns lighting you up)? Are there any limitations (like with smartbombs) on how close you can be to a stat...
- by Moraguth - at 2015.11.17 18:06:48
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10. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
I don't understand how a huge increase to the mass of a ship (Prophecy, I'm looking at you), is considered a buff/benefit?
- by Moraguth - at 2015.09.11 18:40:37
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11. Improving the Fitting Experience - in Player Features and Ideas Discussion [original thread]
Ii Kusanagi wrote: A simple but stupid thing. When dragging modules to the fitting window you have to drag the module to the exact slot. Dragging the module to the fitting window should place the module in the appropriate slot. you can do t...
- by Moraguth - at 2015.01.07 23:32:07
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12. Improving the Fitting Experience - in Player Features and Ideas Discussion [original thread]
I'd like to see a drop down menu off to the side that could show all skills affecting the current ship/fittings. Have the option to easily see how major stats (EHP, dps, range/tracking/falloff, speed, etc) are changed if you trained specific skill...
- by Moraguth - at 2015.01.07 21:15:28
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13. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Krystyn wrote: New Ratting/Plex plan: Immediately dock the second anyone enters local who isn't a blue. New PVP plan fly unscannable fleets and gank people or fly lots of cheap suicide atrons. Lame you forgot: New WH plan, get out of the...
- by Moraguth - at 2014.12.21 22:40:10
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14. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Quote: I can tell you what will happen most likely: - Less fights because people are risk averse - A 2nd account with a Prober at all times will be must, not an option. ...STUFF... I would be more worried with this mechan...
- by Moraguth - at 2014.12.20 14:44:55
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15. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
Donnachadh wrote: Moraguth wrote: The defending side already has 100% of the advantage by setting the time best for them. What ever you are smoking, or taking I want some of it. Thinking back on all of the POS bashes I have been in the d...
- by Moraguth - at 2014.11.25 06:47:05
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16. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
Gadget Helmsdottir wrote: Moraguth wrote: The defending side already has 100% of the advantage by setting the time best for them. I'm just asking for the attackers to have 16.666667% advantage (4 hrs). And if the defender is serious about de...
- by Moraguth - at 2014.11.23 19:05:40
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17. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
The defending side already has 100% of the advantage by setting the time best for them. I'm just asking for the attackers to have 16.666667% advantage (4 hrs). And if the defender is serious about defending their property, they are more than capab...
- by Moraguth - at 2014.11.23 08:38:14
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18. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
Arronicus wrote: Timers are present to give both sides defined times, opportunities for them to fight and generate content. Modules that shifted these timers seem to me that they would be counter-intuitive to the existence of the timers in the ...
- by Moraguth - at 2014.11.22 18:31:14
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19. Deployable to modify timers - in Player Features and Ideas Discussion [original thread]
I'd like to see a deployable structure that would allow the attackers to have some ability to manipulate when the structures they are attacking will come out of reinforced mode (either by extending or shortening the timer) . This would encourage...
- by Moraguth - at 2014.11.22 17:42:48
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20. Different Combat Engineering ships - in Player Features and Ideas Discussion [original thread]
James Baboli wrote: Except that the protocol overhead and lag time on such a module would make it nearly impossible to manage essential ship functions, which is what CPU represents, not to mention using a hacking mod on a network which manages...
- by Moraguth - at 2014.10.22 08:16:52
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