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1. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Mineral market showed a massive abnormal volume spike for Zydrine and Megacyte starting Apr 1st in Jita/Amarr. If this change is posted on the 14th and had not been leaked through any other means (i.e Twitter etc.) 2 weeks EARLIER, then you may wa...
- by Sturmwolke - at 2015.04.15 12:24:20
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2. Sticky:[Rhea] Introducing the Bowhead - in Player Features and Ideas Discussion [original thread]
Yume Ookami wrote: Random McNally wrote: CCP Rise wrote: Acquisition will work the same as freighters - there will be a NPC seeded BPO (with the same distribution as the Orca), it will be a bit cheaper than a freighter BPO, the Bowhead bu...
- by Sturmwolke - at 2014.12.06 18:22:42
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3. Supply Warehouse Concepts for Industry Manufacturing and R&D - in Player Features and Ideas Discussion [original thread]
Currently, it is a major pain in the ass to sort through and collate all the materials needed for the manufacting or R&D jobs. If you've experienced POS refueling before the advent of fuel blocks, then you'll have an idea of the tedium involve...
- by Sturmwolke - at 2014.06.23 05:39:00
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4. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
Pure gold. Thread of the year.
- by Sturmwolke - at 2014.05.22 04:38:00
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5. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
All in all, it's a very nice buff. This fills the mini-Orca role nicely for a variety of scenarios. I can finally dust off my Occator.
- by Sturmwolke - at 2014.05.18 04:15:00
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6. Sticky:[Kronos] Blockade Runner Rebalance - in Player Features and Ideas Discussion [original thread]
A wee bit more PG to the Viator (and possibly others?) would be nice. It's currently impossible to fit an MWD and MSE without implants or other shenanigans. You want them to be more defensive yes?
- by Sturmwolke - at 2014.05.18 03:21:00
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7. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
About 37.5% extra mass on the Obelisk? Not enough. Double or triple it please
- by Sturmwolke - at 2014.05.18 02:49:00
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8. Truesec Buff in Provi - in Player Features and Ideas Discussion [original thread]
Samillian wrote: The day CCP buffed the truesec in Providence would be the day one of the big Null blocks would start caring enough to clean sweep the area and install renters. This is very much a case of be careful what you wish for. Pretty ...
- by Sturmwolke - at 2014.05.15 00:26:00
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9. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Serge SC wrote: Not to tell you how to EVE, but you do know that after the 3rd web, the rest are all wasted? 18 webs for Vanguards seems overkill to be very honest with you, and wasted potential. You'd be better of with several TPs added and j...
- by Sturmwolke - at 2013.10.17 23:25:00
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10. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Add in-space refit option for swapping high slot utility modules. Exception to this is weapons. For example, you can swap covops cloak with a remote hull/armor/shield repper (for adhoc drones repair) in the field .... or any other utility mods.
- by Sturmwolke - at 2013.10.04 02:34:00
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11. Sticky:[Rubicon] Warp Speed and Acceleration - in Player Features and Ideas Discussion [original thread]
Now's the perfect opportunity to BUFF shuttles. 9AUwarp please.
- by Sturmwolke - at 2013.10.04 02:06:00
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12. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
I'll just throw this in here : ~148 days max (no implant) - to fully skill (L5) the marauder hull, sans gunnery/support skills. ~80 days max (no implant) - to fully skill (L5) a typical pirate BS hull, sans gunnery/support skills. The marauder s...
- by Sturmwolke - at 2013.09.06 07:49:00
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13. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: PALADIN Amarr Battleship Skill Bonus: 7.5% bonus to Large Energy Turret optimal range (instead of 10% bonus to the velocity factor of stasis webifiers per level) KRONOS (Gallente Battleship Skill Bonus: 10% bo...
- by Sturmwolke - at 2013.08.30 04:55:00
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14. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
So, if one was to suggest a Gallentean Dominix to take the mantle of heavy (cap) EW ship, how much an uproar would that get vs the Armageddon? Why or why not?
- by Sturmwolke - at 2013.04.17 04:46:00
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15. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
Tonto Auri wrote: Armageddon Attack BS, 7/4/8, 6T, 50/75 (50/100 ?) drones 7% RoF increase 5% MWD cap penalty reduction Not sustainable and more than likely you'll have to sacrifice a slot to compensate for the cap handicap ... just like th...
- by Sturmwolke - at 2013.04.15 09:24:00
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16. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Well, thats a start at making the Amarr line somewhat more desirable as a solid workhorse. At -12% to -15% PG decrease, you might see some decent Abaddon fits with tachs. Looking at the PVE context, that'll turn some ships a bit OPed imo .... t...
- by Sturmwolke - at 2013.04.12 21:17:00
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17. [Odyssey] Ship Resistance Bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: IMPORTANT NOTICE: If you feel strongly about this change, either liking or disliking it, you should vote for CSM 8 and tell your representatives how you feel. CSM 8 will be taking office before the launch of Odyssey. Vote f...
- by Sturmwolke - at 2013.04.12 17:01:00
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18. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
Abaddon 5% resist (@L5) nerf isn't minor. It's the equivalent of dropping a Centum-C Type for a T2 EANM. The loss isn't slight , it's significant. Compound in the natural cap handicap with a T2 full fit, it doesn't look attractive as you lose s...
- by Sturmwolke - at 2013.04.12 15:39:00
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19. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Didn't read the whole thread except for the 1st post. Overall, it's a push to minimize the agility penalty for armor for better mobility with other minor bits and pieces. Fine for buffer tanks/active tanks, but it imo, armor RR needs some help to ...
- by Sturmwolke - at 2013.01.24 08:05:00
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20. Improving the Inventory UI - What matters the most? - in Player Features and Ideas Discussion [original thread]
On the Univentory treeview window : - The relative order of the root tags Ship Hangar, Item/Corp Hangar and Market Deliveries need a deeper look. For my typical usage pattern, the Item/Corp Hangar gets more used than any other . Since these are ...
- by Sturmwolke - at 2012.10.05 02:58:00
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