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181. Marauders buffs - in Player Features and Ideas Discussion [original thread]
Few words adressed to the people, who against fix of marauder's sczner penalty. Your opinion about marauders are pure PvE ships and must have weak sensor strenght is not valid anymore since implementation of massive NPC EWAR. The are two ways piss...
- by PavlikX - at 2013.04.08 07:37:00
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182. Marauders buffs - in Player Features and Ideas Discussion [original thread]
Quote: You would simply use a T3 instead since they are faster, cheaper, safer, take less time to train for and can use cov ops cloaks. Granted Marauders would still dish out more DPS but this advantage alone doesn't outweigh the risks it would...
- by PavlikX - at 2013.04.06 12:41:00
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183. Marauders buffs - in Player Features and Ideas Discussion [original thread]
Changing role bonus to the 150% turret/launcher damage is a perfect idea, btw. It allows to give another one bonus from the skill. Quote: Mjd and target spectrum breaker for the successful escape very true. Exploration BS should exist. In thi...
- by PavlikX - at 2013.04.06 07:36:00
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184. Marauders buffs - in Player Features and Ideas Discussion [original thread]
Quote: Again, this all comes down to one thing. What role is this ship filling? What sort of PvE is this ship aimed at? Hakan MacTrew You've gave correct answer in your post. Quote: It's description states that its basically a lone wolf, ...
- by PavlikX - at 2013.04.05 13:36:00
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185. Marauders buffs - in Player Features and Ideas Discussion [original thread]
Well, i am damn glad to see so much perfect ideas. We (marauder's pilots) are loyal EVE players (this vessels demands so long time skills,) and CCP must hear our voices. My thoughts: First of all i complleetly agree that snsor weakness must be rem...
- by PavlikX - at 2013.04.05 07:27:00
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186. Sticky:[Odyssey] Attack Battlecruiser balance pass - in Player Features and Ideas Discussion [original thread]
CCP, please, remove one (or two) turrets from that ships. Because 7-8 large turrtes must have battleships only
- by PavlikX - at 2013.03.31 08:22:00
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187. Sticky:[Odyssey] Faction Navy Cruisers - in Player Features and Ideas Discussion [original thread]
No navy logists. :(
- by PavlikX - at 2013.03.29 07:31:00
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188. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Description of the armor rigs tells that they give penalty to the ship's velocity. What is this? CCp decided do not change them or this is mistake?
- by PavlikX - at 2013.03.24 18:40:00
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189. Paladin question. - in Missions & Complexes [original thread]
Since implementation of Noctis salvaging and looting capabltlies of marauders are useless imo. I've leave my paladin since new tracking disruption "feauture", but still, this is a great ship. What canons can be used and wich are better? Well, Tac...
- by PavlikX - at 2013.03.09 09:52:00
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190. NPC Tracking Disruption Feedback - in Missions & Complexes [original thread]
Well, well. looks ike promise to fix this :censored: in retribution 1.1 failed. Stiil, my old opinion that CCP shuld turn off this bugged feature, polish it, and only after this return it to the game.
- by PavlikX - at 2013.03.09 09:33:00
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191. Faction Battleships and Tiericide - in Player Features and Ideas Discussion [original thread]
As i understand next battleships to rebalance, then comand ships. Rebalancing of T2 and T3 vessels will move together. Look - comand ships and linking role of T3 cruisers anounced together. ANd it is good question indeed - why navy cruisers are n...
- by PavlikX - at 2013.02.25 17:03:00
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192. Future of Armagedon - in Player Features and Ideas Discussion [original thread]
Hello. Looks like that next class to rebalance as a part of tiercide process - battleships. So, i guess that 3 laser battleships for amarr is too many. What about the same principe with BC rebalance? Let Abadon and Armagedon will b combat BSs, mea...
- by PavlikX - at 2013.02.24 19:05:00
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193. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Still, what about to think one more time and do not push into the game wrong modules? I mean instead of AAR CCP can allow to use paste with ordinary repairers. Only one repper can be armed with paste. All meta levels are in the game. Hardly it wil...
- by PavlikX - at 2013.02.13 20:20:00
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194. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Well, for what reason AAR needed? Add paste loading to the ordinary repairers. No limitations, versions and so on. They are exists allready. PS Just idea
- by PavlikX - at 2013.02.07 18:04:00
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195. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Creating T2 versions of any number of the Inferno/Retri prototype modules is definitely an option, I don't think CCP Soniclover has made any hard decisions about when and what the next steps will be with them quite yet. Well...
- by PavlikX - at 2013.02.06 03:58:00
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196. Ideas for new modules - in Player Features and Ideas Discussion [original thread]
Rework of existing modules - armor platings. Today useless, cheap, low fit-demanded modules must find place in the game. - Add armor hp bonus in %, not only resists - Increase PG/CPU demands - Adds mass penalty (new skill - reduction of mass pena...
- by PavlikX - at 2013.02.05 18:45:00
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197. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Can we hope on T2 and other meta versions of AAR and RAH? I reaaly hope so. New modules needs more versions.
- by PavlikX - at 2013.02.05 18:37:00
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198. Scanning, probing, exploration! - in Missions & Complexes [original thread]
Guys, what about collective demand to CCP to return pre-Retribution exploration? To small numbers of faction ships spawns, if it spawns it have no real loot and numbers of combat complexes greatly reduced. I don't like this. Any one else?
- by PavlikX - at 2013.01.30 04:17:00
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199. Changes of the future and the past. Dev's comment needed. - in Player Features and Ideas Discussion [original thread]
Hi there. I typed this with hope that devs will coment few statemnts from this post. Post-retribution game experience forced me to create this thread. So, what new features in Retribution? 1. New drone AI. Bravo!. Seriously. Mission running have s...
- by PavlikX - at 2013.01.29 19:33:00
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200. Increase number of rig slots on T2 ships - in Player Features and Ideas Discussion [original thread]
Hakan MacTrew wrote: T2 ships are specialist ships. They don't need the versatility of T1 or T3 rig fittings. If anything, their already improved resists, cap, buffer and other stats more than make up for it. And so? Today T1 ships are speci...
- by PavlikX - at 2013.01.29 19:08:00
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