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1. Exodus. ATXI AAR - in EVE Alliance Tournament Discussion [original thread]
Yeah, impressive showing considering your circumstances. I've been in the same seat, me and 2 other guys trying to lead the BANE team back in AT8 with a team too small to run proper tests with, having to base it all on pure theorycrafting. It's ha...
- by steave435 - at 2013.08.09 12:57:00
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2. EVE Online: Revolution (0.0 THEME FOR WINTER EXPANSION) - in Player Features and Ideas Discussion [original thread]
Tylo Tungsten wrote: As a person looking to get into Moons, I too am against the reduction of profitable moons idea. It might make some logistics lives easier (though if they didn't like doing it, wouldn't they just quit?), but make an innumer...
- by steave435 - at 2013.08.08 15:09:00
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3. Jump Tethering - A replacement for the jump portal - in Player Features and Ideas Discussion [original thread]
Acidictadpole wrote: I also realized recently that having this ability will help with relocation for lowsec/nullsec entities quite a bit. Reduction in the carrier ship maintanence bay might be required to balance the ability to tether-jump a bu...
- by steave435 - at 2013.08.08 10:41:00
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4. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Sentient Blade wrote: A 60 seconds weapon timer seems like an awful solution to me. If you're in a fight you don't turn off your hardeners 60 seconds before you jump a gate. Agreed, if you're in trouble and need to disengage the last thing y...
- by steave435 - at 2013.08.07 19:29:00
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5. Proposal to 'fix' OGB [Remove KM when using OGB] - in Player Features and Ideas Discussion [original thread]
The issue is almost certainly detecting on- VS offgrid boosting in the first place, since if they can trigger one effect (like no KM) based on offgrid, then they could trigger an another one too (like no bonuses).
- by steave435 - at 2013.08.07 09:27:00
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6. Sticky:Dev blog: Introducing the new and improved Crimewatch - in EVE Information Portal [original thread]
CCP Masterplan wrote: Kumbu Valley wrote: To be honest, I dont expect CCP to make it easier for gankers but also that they dont make it impossible from now on. Ganking was always a part of the game (remember the days when BPO and BPC became ...
- by steave435 - at 2012.10.10 20:55:00
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7. Tengu Resistance values - in Ships and Modules [original thread]
Gabrielle Lamb wrote: Ingame fitting tool just sucks, it uses offline amounts for say EM Ward Fields / Explosive Deflection Fields, Invuln Fields and so on rather then the online amounts. (They add resistances even when offlined) Don't trust t...
- by steave435 - at 2012.10.06 22:31:00
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8. Sticky:Dev blog: Introducing the new and improved Crimewatch - in EVE Information Portal [original thread]
Tychus Von wrote: TheBlueMonkey wrote: SunTsu Rae wrote: Hint to CCP , drop the non-eject clause . . . . . but retraining the same skills everytime you lose a ship is fun I don't see you loosing BS 5 each time you get killed in...
- by steave435 - at 2012.10.05 15:28:00
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9. Sticky:Dev blog: Introducing the new and improved Crimewatch - in EVE Information Portal [original thread]
PinkKnife wrote: I love the freighter ganking pilots crying that now they can't gank in peace. You do realize the irony here right? You want to to gank someone, but then not have someone interfere in your business while you do it? Welcome to ev...
- by steave435 - at 2012.10.04 21:34:00
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10. Sticky:Dev blog: Introducing the new and improved Crimewatch - in EVE Information Portal [original thread]
If I understand the system correctly, this would have pretty serious consequences for suicide ganking, especially against larger targets that already require you to have use larger and slower ships to loot them. High sec is very active with consta...
- by steave435 - at 2012.10.04 21:02:00
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11. Sticky:[Winter] ORE frigate - in Player Features and Ideas Discussion [original thread]
Doddy wrote: Cartheron Crust wrote: Plenty bads in this thread crying. I have never taken damage from harvesting gas that you make boosters from. The large 0.0 only sites have a percentage chance with each cycle of emitting a therm smar...
- by steave435 - at 2012.09.22 01:51:00
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12. [Winter] Changes to NPC AI - in Test Server Feedback [original thread]
CCP FoxFour wrote: Bubanni wrote: I like where this is going... it might even get to the point where one might consider killing a few red boxes once in a while sooooo... was thinking, when you decrease the number of red boxes eventually... c...
- by steave435 - at 2012.09.22 01:37:00
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13. Sticky:[Winter] ORE frigate - in Player Features and Ideas Discussion [original thread]
Sun Win wrote: CCP Ytterbium wrote: The bonuses multiply, thus its 2*1.25 = 2.5 boost at level 5. Thus the 2 bonused gas harvesters become 5. The ship was play tested in low-security gas sites - it's not necessarily made to tank null-...
- by steave435 - at 2012.09.21 21:24:00
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14. Solo Mackinaw Tank/Yield-balanced - in Ships and Modules [original thread]
ashley Eoner wrote: steave435 wrote: ashley Eoner wrote: Dave stark wrote: if you're not fitting 3x mlus on your mackinaw, just fly a skiff. I cannot fit 3x MLU on a mackinaw. Probably cannot even fit 2x MLU on a skiff without leavin...
- by steave435 - at 2012.08.13 18:52:00
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15. Solo Mackinaw Tank/Yield-balanced - in Ships and Modules [original thread]
ashley Eoner wrote: Dave stark wrote: if you're not fitting 3x mlus on your mackinaw, just fly a skiff. I cannot fit 3x MLU on a mackinaw. Probably cannot even fit 2x MLU on a skiff without leaving mid slots open. There are newbies just st...
- by steave435 - at 2012.08.11 21:35:00
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16. Solo Mackinaw Tank/Yield-balanced - in Ships and Modules [original thread]
Remember that even if it gives lower EFT/PYFA EHP, fitting a shield booster can be worth it since it allows you to keep your shields topped up, instead of having it brought down to X% by rats. For example, if you're relying on tanking it with your...
- by steave435 - at 2012.08.11 07:13:00
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17. How it is possible to kill ship not doing full damage ? - in Ships and Modules [original thread]
Zbychari wrote: steave - thx for suggestion fit - seems good but I don't think Hulk have enough CPU and power for it all (sure not for all tier II). This is something I been thinking of. At least something to start. I was thinking about with EF...
- by steave435 - at 2012.08.11 06:41:00
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18. How it is possible to kill ship not doing full damage ? - in Ships and Modules [original thread]
Zbychari wrote: Ah my bad. I didn't take void ammo into consideration. With void and overhited it can be around 600 dps for one cata. After ship and invulns II resists it is below 300 dps max. 2 cata = 600 dps so in 10 sec it can be done but ho...
- by steave435 - at 2012.08.10 21:31:00
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19. Jump Math ??? - in Ships and Modules [original thread]
TotalRapeage wrote: steave435 wrote: Using one of those planners should always be the default, but you also have the in game option of going to the star map and clicking the "unflatten" button. If you are in a ship with a jump drive, a bubbl...
- by steave435 - at 2012.08.10 04:01:00
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20. PLEASE fix your mining barge update - in Ships and Modules [original thread]
Gimblanni wrote: I understand that the new function of the hulk is intended to be as a member of a fleet-supported operation, HOWEVER, many players join casual mining fleets with non-corporation pilots. There is no convenient way to manage crys...
- by steave435 - at 2012.08.06 21:21:00
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