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1. Sticky:Dev blog: Introducing Upwell Refineries - in EVE Information Portal [original thread]
McBorsk wrote: Marcus Tedric wrote: McBorsk wrote: We must have access to a wide selection of moon goo so we can finally be self-sufficient. .............. If everyone was self-sufficient - there would be no reason at all for anything ...
- by Sigras - at 2017.03.25 11:06:46
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2. Sticky:Dev blog: Introducing Upwell Refineries - in EVE Information Portal [original thread]
mkint wrote: Rena'Thras wrote: I'll ask the same for this that I've asked all along with all the Upwell Structures: WHEN WILL THERE BE A SMALL SIZE? . It was mentioned earlier by some people, but this means people that run small POSes now...
- by Sigras - at 2017.03.25 10:59:34
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3. Sticky:Dev blog: Introducing Upwell Refineries - in EVE Information Portal [original thread]
Bill Lane wrote: RIP pure PVP alliances who rely on some passive income. This change literally makes a mining division a requirement for every alliance. On the plus side, refining. Cool. Oh and literally these will be priced in the range of c...
- by Sigras - at 2017.03.23 15:18:10
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4. Sticky:Dev blog: Introducing Upwell Refineries - in EVE Information Portal [original thread]
John McCreedy wrote: There are only so many miners in this game and PvPers aren't going to start training for barges so they can have moon income. This means that for every miner that moves away from Ore mining, the amount available will reduce...
- by Sigras - at 2017.03.23 15:11:09
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5. Sticky:[Citadels] Dreadnoughts - in Upcoming Feature and Change Feedback Center [original thread]
Credacom wrote: Came expecting a rev buff.... Sadly very disappointed. There is still much work to be done on this. Still no reason to Fly a revelation, bad CCP. I have two words for you... Scorch Ammo Scorch does like 6K DPS at 105 km
- by Sigras - at 2016.04.25 22:21:58
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6. Kronos useless in PvE (At a high level) - in Player Features and Ideas Discussion [original thread]
Joe Risalo wrote: Sigras wrote: I have no idea what you guys are talking about... I can fly (and have flown) all 4 marauders, and out to 50 km (the only relevant distance because of the MJD bonus) the Kronos performs the best. My strategy ...
- by Sigras - at 2016.03.05 08:05:02
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7. Kronos useless in PvE (At a high level) - in Player Features and Ideas Discussion [original thread]
Khan Wrenth wrote: Sigras wrote: I have no idea what you guys are talking about... I can fly (and have flown) all 4 marauders, and out to 50 km (the only relevant distance because of the MJD bonus) the Kronos performs the best. My strategy...
- by Sigras - at 2016.03.02 22:07:41
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8. Kronos useless in PvE (At a high level) - in Player Features and Ideas Discussion [original thread]
I have no idea what you guys are talking about... I can fly (and have flown) all 4 marauders, and out to 50 km (the only relevant distance because of the MJD bonus) the Kronos performs the best. My strategy has always been to use the MJD to stay...
- by Sigras - at 2016.03.02 09:08:29
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9. PETITION: No SP gain from injectors for 80mil+ characters - in Player Features and Ideas Discussion [original thread]
Dr Cedric wrote: It doesn't really affect me or my 140M SP, and if it adds players and content, then all the better. I'm sorry, but this is completely wrong... Right now the 100M+ SP players are a rare commodity; the ability to say to a ran...
- by Sigras - at 2016.01.19 18:37:31
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10. Remove Learning implants - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: Sigras wrote: The issue I have here is that learning implants do create opportunity cost within the game beyond just ISK. There is a reason I dont fly with slave sets all the time even though I can afford it... Without th...
- by Sigras - at 2016.01.08 10:05:47
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11. Remove Learning implants - in Player Features and Ideas Discussion [original thread]
The issue I have here is that learning implants do create opportunity cost within the game beyond just ISK. There is a reason I dont fly with slave sets all the time even though I can afford it... Without these trade-offs there are far fewer reas...
- by Sigras - at 2016.01.07 10:17:23
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12. large ships vs smaller ships - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: Sigras wrote: IMHO if we had bombs that could hit cruisers and made T3 cruisers a bit more balanced we'd solve the battleship problem. This gives me an idea: fast bombs--they travel twice as fast and detonate in ...
- by Sigras - at 2016.01.07 08:45:27
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13. large ships vs smaller ships - in Player Features and Ideas Discussion [original thread]
Goatman NotMyFault wrote: Sigras wrote: Here's the problem... When "Bigger" = "Better" then "Biggest" = "Best" In a PvP game there should not be a "best" because if there is then everyone just does that and the game stagnates. I understa...
- by Sigras - at 2016.01.06 08:41:30
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14. large ships vs smaller ships - in Player Features and Ideas Discussion [original thread]
Here's the problem... When "Bigger" = "Better" then "Biggest" = "Best" In a PvP game there should not be a "best" because if there is then everyone just does that and the game stagnates. I understand that's probably what is best for you, but I...
- by Sigras - at 2016.01.05 08:34:51
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15. Proposal - in Player Features and Ideas Discussion [original thread]
What role do you envision frigates having with this change? need I remind you that two different types of frigates (Assault Frigates and Interceptors) are solely designed around tackling? If frigates arent supposed to tackle well then what ARE ...
- by Sigras - at 2016.01.05 08:27:15
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16. Battleship Module *** Potential to bring Battleships back into the f... - in Player Features and Ideas Discussion [original thread]
Battleships will never be popular in large fleets as long as they are the only ship class adversely affected by bombs. Smaller ships simply move out of the way, and larger ships shrug off the damage as if nothing happened. This has contributed to...
- by Sigras - at 2015.12.31 11:36:48
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17. Remote Micro Jump Drive balance - in Player Features and Ideas Discussion [original thread]
Capitol One wrote: mrjknyazev wrote: Allow your logi pilots to fly by themselves, instead of orbiting an anchor. That is very hard when the rep range is about 12km. Last I checked, logistics cruisers had > 30 km range with additional ...
- by Sigras - at 2015.12.30 09:45:43
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18. Advanced Spaceship Command needs a overhaul - in Player Features and Ideas Discussion [original thread]
Personally I would like CCP to do the opposite of removing the skill and create more ships that rely on Advanced Spaceship command. Maybe a line of combat ships that are constructed out of cap ship parts like the orca is. Nothing with a jump dri...
- by Sigras - at 2015.12.24 09:40:45
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19. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: (read this slowly) BLOW SSSSHHHHHIIIIITTTTTT UP. Im going to explain this as simply as I can on the off chance that you are able to understand it... when you "BLOW SSSSHHHHHIIIIITTTTTT UP" more ISK enters the game th...
- by Sigras - at 2015.11.26 10:40:41
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20. Purchasing Items From the Market Should Always Send ISK to Seller - in Player Features and Ideas Discussion [original thread]
Moac Tor wrote: The market broker always sells to the person with the lowest order. If person a wants to pay an extra 10mil above the market price for their item they are free to do so but the broker will still sell to the lowest order. I've al...
- by Sigras - at 2015.11.07 09:38:56
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