Pages: [1] 2 3 4 5 6 7 8 9 10 |
1. Cloak Activation - in Player Features and Ideas Discussion [original thread]
Well regardless it still happens, and especially with the general UI issues of clicking something and it not activating coming through a gate in a covops is still way to dangerous.
- by Xzanos - at 2017.07.07 19:28:27
|
2. PVE Upgrades and Content Generation - in Player Features and Ideas Discussion [original thread]
Sharnhorst von Deathwish wrote: Also, there is no TL;DR - because laziness need not be enabled. Epic
- by Xzanos - at 2017.07.07 13:12:06
|
3. Cloak Activation - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Xzanos wrote: Cade Windstalker wrote: You can't activate modules while cloaked. If activating modules while cloaked broke the cloak that would cause potential issues as well as lots of accidents. It's not worthwh...
- by Xzanos - at 2017.07.07 13:07:14
|
4. Bowhead are too tanky - in Player Features and Ideas Discussion [original thread]
Daichi Yamato wrote: Tried to tell them this when it first came out. Can you believe that the carebears said that even the current amount of tank wasn't high enough. They wanted it to be unprofitable to gank even when it was carrying dead space...
- by Xzanos - at 2017.07.07 12:42:48
|
5. Random alpha thougts on the game - in Player Features and Ideas Discussion [original thread]
Rendo Schereauk wrote: The basics of engaging PvP is extremely simple, mandatory is: [list] Near to equal equipment i.e. starting chances. Learn the hard counters and you will do just fine. There are lots of t1 ships that with the right ...
- by Xzanos - at 2017.07.07 12:35:46
|
6. Cloak Activation - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: You can't activate modules while cloaked. If activating modules while cloaked broke the cloak that would cause potential issues as well as lots of accidents. It's not worthwhile to make a specific exemption for the clo...
- by Xzanos - at 2017.07.07 12:30:28
|
7. Cloak Activation - in Player Features and Ideas Discussion [original thread]
Ok so instead of posting my change idea, Im first going to get some feedback from you guys. Why is it that I can not activate my cloak when already cloaked through a gate? I mean what is the reason they designed it this way?
- by Xzanos - at 2017.07.05 20:47:22
|
8. To: The Developers (Please Make The Game Modular) - in Player Features and Ideas Discussion [original thread]
no
- by Xzanos - at 2017.07.05 20:36:38
|
9. No Time Dilation | Is it possible? Let's brainstorm - in Player Features and Ideas Discussion [original thread]
Xzanos wrote: Remove downtime. Force players to actually "finish" a battle of this scale, or leave their ships floating in space among the carnage. Make it easier to jam out cyno becons to lower the rate at which reinforcements can enter the...
- by Xzanos - at 2017.07.05 17:04:13
|
10. No Time Dilation | Is it possible? Let's brainstorm - in Player Features and Ideas Discussion [original thread]
Remove downtime. Force players to actually "finish" a battle of this scale, or leave their ships floating in space among the carnage. Make it easier to jam out cyno becons to lower the rate at which reinforcements can enter the system/ force gr...
- by Xzanos - at 2017.07.05 17:03:04
|
11. Potential ways out of the current unstable market conditions? - in Player Features and Ideas Discussion [original thread]
grgjegb gergerg wrote: If hangar mechanics of any one type of hangar become more restrictive, people will stop using it as completely as they can. If ALL (or most) hangar mechanics become restrictive, players will throw an absolute shitfit, m...
- by Xzanos - at 2017.07.05 16:48:46
|
12. Potential ways out of the current unstable market conditions? - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: @ Op. The recent change was nothing to do with the markets. Or not in a direct matter anyway. It was to do with a small portion of the game producing isk out of proportion with the rest of the game. Or to put it perhaps bet...
- by Xzanos - at 2017.07.05 16:36:22
|
13. No Time Dilation | Is it possible? Let's brainstorm - in Player Features and Ideas Discussion [original thread]
What about ship movement? how much server calculation is needed to keep track of all the ships direction and speed? Would it be possible to utilize a similar mechanic to that of the new fighter squadrons? As it stands tons of people are already A...
- by Xzanos - at 2017.07.05 16:33:50
|
14. Cyno Scrambler/ Disruptor - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Xzanos wrote: Frostys Virpio wrote: LOL I insta-locked your ship and on the next tick, prevented you from using a Cyno. GG WP, no reinforcement for you. That's what your module would create so yes, it pretty much is...
- by Xzanos - at 2017.06.30 17:47:19
|
15. I have a whacky thought... Make Muninn a medum drone boat. - in Player Features and Ideas Discussion [original thread]
Kosoku wrote: Then perhaps just deleting Muninn might be the best. I searched the forum before posting this. There were numerous suggestions over the years from making it a missile boat to a AC brawler. All shot down including its original ro...
- by Xzanos - at 2017.06.30 17:17:38
|
16. Cyno Scrambler/ Disruptor - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: LOL I insta-locked your ship and on the next tick, prevented you from using a Cyno. GG WP, no reinforcement for you. That's what your module would create so yes, it pretty much is a one button drop prevention. OMG you...
- by Xzanos - at 2017.06.30 17:15:11
|
17. Cyno Scrambler/ Disruptor - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: By making it easy to block cynos you're effectively making it easy to stop fights from escalating, and that's *always* going to be advantageous to one side or the other, which means Cynos become relatively scarce as a ...
- by Xzanos - at 2017.06.30 17:11:49
|
18. Cyno Scrambler/ Disruptor - in Player Features and Ideas Discussion [original thread]
SurrenderMonkey wrote: Xzanos wrote: Maybe it would be more helpful if you posted WHY you think they balanced the current mobile inhib to include anchor time, and what situations you see it as being useful. The "why" is pretty obvious:...
- by Xzanos - at 2017.06.30 17:00:47
|
19. Cyno Scrambler/ Disruptor - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: In what region did you get hit by a sledge hammer by the local when you tried to engage their ratting/mining ship? Actually this has never happend to me
- by Xzanos - at 2017.06.30 17:00:01
|
20. Cyno Scrambler/ Disruptor - in Player Features and Ideas Discussion [original thread]
SurrenderMonkey wrote: Xzanos wrote: [quote=SurrenderMonkey]So you're saying they intentionally gave the ONLY portable cyno jam in the game a big glaring weakness, and you don't like that, so you're proposing the same thing, only without the...
- by Xzanos - at 2017.06.30 16:32:34
|
Pages: [1] 2 3 4 5 6 7 8 9 10 |
First page | Previous page | Next page | Last page |