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Author |
Thread Statistics | Show CCP posts - 23 post(s) |
LordSlay Them
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.12.21 21:30:00 -
[211]
Originally by: Trent Nichols
A speed bonus for the Hel's fighters and bombers would be fitting though it would need a tracking bonus to go along with that.
That is a great idea for the Hel, I would like to 2nd that.
Banlish raised a question about reimbursing the current mom pilots, my advice, figure costs of current ship part being taken away and make it an insurance payout or refund thing come in the mail to the current pilot/owner of the ship. For those in build queue already I would say as soon as a Pilot gets in it after completion it should payout then.
It's great being Amarr isn't it.
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cpu939
Gallente Volatile Nature Systematic-Chaos
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Posted - 2009.12.21 22:26:00 -
[212]
will ccp give us the production player the cost for the fighter bomber bpos and the fighter bomber skill book. 0101011 001101111 011011000 110000101110100 01101001011011000 1100101001000000 1001110011000010 11101000111010101 11001001100101
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LoveKebab
Caldari Shut Up And Play WE FORM VOLTRON
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Posted - 2009.12.21 22:36:00 -
[213]
Edited by: LoveKebab on 21/12/2009 22:37:17
Originally by: heile Please DONT Read My Suggestions CCP Titans
1)The Rag, Erebus and Avatar are vastly down on DPS they need another 50% damage. So that they are closer to 17kDPS 2)Titan can be killed in Low sec it should be able to use it's DD in low sec so it can be able to defend itself. 3)Titans need to be able to track BS sized ships while they are moving so that they are worth fielding in battle.
1) lmao, let's make it clear - u can do 17k dps on a leviathan with FOUR ESTAMEL BCUs fitted... even then most of the capital ships got sig smaller than explo radius of the torps and dps is cut by at least 50% so it's in line with other titans 2) oh dear lord, and the fact it does 10k dps doesnt rly help with defending, right? its totally need a DD... so it can in order to defend itself kill carriers in dockrange from 249km 3) ... lolz, 10dps to a BS any1?
Originally by: heile
Motherships
1) Need an effective role against POS's they need to be able to do similar DPS to a dread or two to a POS after all they are super capitals. 2) If Motherships are not given an anti POS role the pilots who have Moms wont be able to participate properly. 3) Fighter bombers needs the equivalent DPS to two dreads, so around 9000DPS 4) Fighter bombers need adequate defenses to stealth bombers after all it's not right if a low risk fleet of 5 cheap ships shoots off 5 mils worth of bombs and blows up 1 bils worth of fighter bombers.
1) carriers are not ment to shoot poses so why a mothership has to do it? moms were supose to be anticapital ships from what i understand... 2) they wont be given an anti pos role... they are anti caps 3) why not 18k? since torp phoenis does 9k dps? (not to mention that in the current form they were ALREADY doing over 9k dps anyway with 20 bombers and max skills... 4) yea LETS MAKE THEM CLOAKING! lol
xVid4PSP MKV Encoding Tutorial |
heile
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Posted - 2009.12.21 23:34:00 -
[214]
Originally by: LoveKebab Edited by: LoveKebab on 21/12/2009 22:37:17
Originally by: heile Please DONT Read My Suggestions CCP Titans
1)The Rag, Erebus and Avatar are vastly down on DPS they need another 50% damage. So that they are closer to 17kDPS 2)Titan can be killed in Low sec it should be able to use it's DD in low sec so it can be able to defend itself. 3)Titans need to be able to track BS sized ships while they are moving so that they are worth fielding in battle.
1) lmao, let's make it clear - u can do 17k dps on a leviathan with FOUR ESTAMEL BCUs fitted... even then most of the capital ships got sig smaller than explo radius of the torps and dps is cut by at least 50% so it's in line with other titans 2) oh dear lord, and the fact it does 10k dps doesnt rly help with defending, right? its totally need a DD... so it can in order to defend itself kill carriers in dockrange from 249km 3) ... lolz, 10dps to a BS any1?
Originally by: heile
Motherships
1) Need an effective role against POS's they need to be able to do similar DPS to a dread or two to a POS after all they are super capitals. 2) If Motherships are not given an anti POS role the pilots who have Moms wont be able to participate properly. 3) Fighter bombers needs the equivalent DPS to two dreads, so around 9000DPS 4) Fighter bombers need adequate defenses to stealth bombers after all it's not right if a low risk fleet of 5 cheap ships shoots off 5 mils worth of bombs and blows up 1 bils worth of fighter bombers.
1) carriers are not ment to shoot poses so why a mothership has to do it? moms were supose to be anticapital ships from what i understand... 2) they wont be given an anti pos role... they are anti caps 3) why not 18k? since torp phoenis does 9k dps? (not to mention that in the current form they were ALREADY doing over 9k dps anyway with 20 bombers and max skills... 4) yea LETS MAKE THEM CLOAKING! lol
OMG LK ty for truly wrecking my post
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Claudin
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Posted - 2009.12.21 23:36:00 -
[215]
How much will Supercarrier cost without the clone vat materials ? I heared arround 6b in the Dominion thread, is that right ?
rgds
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Linas IV
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Posted - 2009.12.21 23:42:00 -
[216]
About 1.8-2 bil less Material cost than now on TQ, but i think they'll sell at the same, so about 12-14bil.
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Greg DaimYo
Caldari Biotronics Inc. Majesta Empire
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Posted - 2009.12.21 23:42:00 -
[217]
I can't express the amount of joy by seeing you return to the frontlines of the forums.
Thank you a bunch.
Do you promise that you won't leave us (I mean ME) ever again? Pretty please.
That Nozh-Guy was a bully and made me do things I deeply regret and won't ever speak of again in the future.
On topic: I see the way that you are taking with Capitals and do approve it.
Problems I see at the moment: We're playing (if we are playing the game) Battleships online. The game can be won by fielding the most blobbish amount of Battleships you can get your hands on and nothing much can change this.
It would be interesting in my opinion to make the roles of Caps and Battleships mutual exclusive but both necessary, i.e. Capitals are needed to actually destroy Sov holding structures (buff their HP like crazy), but making it a necessity to do so with proper support (meaning Battleships and stuff, which are fielded to kill the Caps).
Just my two cents without putting in much of effort at the moment. I gotta go to bed.
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jdubs
Rage For Order Systematic-Chaos
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Posted - 2009.12.21 23:58:00 -
[218]
With super carriers being so large it would be nice to be able to lock more than 6 targets.
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wizzard66
Gallente Evolution IT Alliance
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Posted - 2009.12.22 00:13:00 -
[219]
well third time is a charm
Can you PLEASE answer me: will the titans be less bumpable too?? A shuttle can bump it around. If its silly for dreads then why shouldnt it be for titans?
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L'Artest
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Posted - 2009.12.22 00:15:00 -
[220]
Originally by: wizzard66 well third time is a charm
Can you PLEASE answer me: will the titans be less bumpable too?? A shuttle can bump it around. If its silly for dreads then why shouldnt it be for titans?
I rammed a titan with a freighter and it flew a a rocketing 11m/s. Guess what a shuttle does?
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Mkiaki
Gallente Center for Advanced Studies
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Posted - 2009.12.22 00:26:00 -
[221]
Originally by: wizzard66 well third time is a charm
Can you PLEASE answer me: will the titans be less bumpable too?? A shuttle can bump it around. If its silly for dreads then why shouldnt it be for titans?
Waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhh
HTFU
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NedFromAssembly
Gallente GoonFleet GoonSwarm
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Posted - 2009.12.22 00:26:00 -
[222]
Originally by: wizzard66 well third time is a charm
Can you PLEASE answer me: will the titans be less bumpable too?? A shuttle can bump it around. If its silly for dreads then why shouldnt it be for titans?
I know you guys haven't had a titan for a while but they aren't terribly bumpable anymore.
Abathur are we going to be seeing an increase in MS size? Specifically the wyvern since it's smaller than a phoenix.
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Fire Hawk
Destructive Influence IT Alliance
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Posted - 2009.12.22 00:27:00 -
[223]
CCP Abathur: the reality of the matter is that no one is using titans during a tight battle, whatever goons might want to pretend they only use titan when they already have a significant advantage on the field ( I am not blaming them) against coventional or when some one will be doing some ganking.
I fully understand that you cannot nor should really improve the titan tracking speed as it would be silly overpowered against conventional fleet giving their current EHP boost.
Having said that you need to give them a boost, I am unsure what boost if it should be logistical or damage but they need a boost in some way its not normal that their market price has drop to 55 B when sov 4 are gone.
Idea 1: give them their own siege module with the same penalty as a dread and 300% damage bonus?
Idea 2: increase their leadership bonuss by 2 if they are present on the same grid.
Idea 3: reduce the DD timer to 5 minute
I am sure a lot of people have a lot of ideas and should be listened to make them actually useful again
In regards to the leviathan it needs 150 cpu more, and you need to look at the instant damage.
In regards to ragnarock: its effective EHP needs to be boosted by 20/30 % to make it lvl with the other titans
Armor Vs Shield: the armor titans have a higher EHP with a much smaller investment, eventough I guess this is okey because those can out rep the armor one it still leaves the shield bonus ( not instant) to be fixed please
Thanks
___ Fear the french touch.
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DamienEx
Caldari Federation of Freedom Fighters Privateer Alliance
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Posted - 2009.12.22 00:46:00 -
[224]
I have asked the guy in my corp to put in some input when it comes to some of the changes. We also have a few questions that we wish to address as well.
First, while happy that the Naglfar is getting its bonuses back, it seems that dropping the launchers for the third hard point seem to be popular amongst everyone. Can we address whether or not this is going to be looked into, considered, or if there is some reason that the Naglfar still has two weapon systems. That or consider this, give it the option to fit any combination of 3 turrets or 3 missile hard points with 4 high slots, 1 for siege mod and the other 3 for weapons. This way the pilots who have already trained up cit torps/cit cruise havent wasted the training and can still use it at a viable weapon.
Second, can you provide an official guesstimate for the price of supercarriers seeing as ive seen anything from 6Bil to 20Bil as a cost.
Third, ive seen a few post made in regards to Caldari pilots training two skills for capital weapons systems, and three for Minmatar (Cit torps/cruise). Can you address the possibility of reducing this to one skill to be in line with the other capital weapons systems and taking more of a burden off of the Naglfar is changes are not made to its weapons system.
Fourth, the Leviathan's CPU output. If you make the change with the launcher layout and provide a boost to damage, then the CPU would still need to be boosted, say from base 1250 to 1350. When boosted by lvl 5 skills it would provide a total CPU output of 1687.5 as opposed to 1562.5. This allows for a full T2 fitting, + Jump Portal Generator and Doomsday. I know its not 'official' but I EFT fit the other Titans in the same/similar fashion with all skills to level 5 and they seem to have no problem fully fitting T2 fits with damage mods and the Titan specific mods. Also, look into giving those Cit torps and cruise missile a velocity bonus on the Leviathan. This will help with the whole "instant hit" problem us Caldari pilots get to deal with.
Fifth, seeing as the Supercarriers are getting an HP boost, bring back the usage of Doomsdays in low sec. Also, Will fighter bombers be able to be used in low sec. Would seem odd with all these changes not to bring the Doomsday in low-sec back or have the use of Fighter bombers in low-sec either. If Titans and Supercarriers cant use their weapons in low sec, then maybe you should make it where Dreads cant siege in low sec and carriers cant deploy fighters, this way the playing field is leveled. Instead of gimping some of the caps in lowsec and leaving the rest unchanged, make it so they can either be fully used in lowsec, or make it so the offensive capabilities are removed from low-sec completely.
If anyone has any feed back or comments on the titans I more than welcome them seeing as I have only ever had first hand experience with Carriers, Supercarriers, and Dreadnoughts.
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something somethingdark
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Posted - 2009.12.22 01:01:00 -
[225]
Originally by: CCP Abathur
Structure Signature Radius
Most importantly, weÆve changed the signature radius on all Control Towers and POS structures. You will find that all of these numbers have been increased to a minimum signature radius of 2000 so that all capital weapons are capable of doing full damage to their intended targets.
thank god
Originally by: CCP Abathur
State Module Changes
We have added a mass multiplier to Siege Modules, Triage Modules and Industrial Cores. When these modules are activated, the mass of your ship increases exponentially, making it much harder for other ships to move or bump.
The Triage module has had its duration and fuel consumption reduced by half.
1) doesnt completly fix bumping but good 2) so its a 0 sum game ? carriers still have to use the corp hangar for fuel :/
Originally by: CCP Abathur
Dreads
Dreadnaughts will receive their own signature radius bump that puts them in the same range as other capital ships. WeÆve also straightened up one other issue by returning the Naglfar to its primarily turret based bonuses.
Naglfar: Launcher RoF bonus removed and Turret RoF bonus (5%) added.
thank you
Originally by: CCP Abathur
XL Turrets
XL turrets have been adjusted slightly to ensure their damage is balanced and to give the short range weapons a bit more range.
Dual 1000mm Railgun: Damage mod to 5.8 Quad 3500mm Siege Artillery: Damage mod to 12.75
Ion Siege Blaster Cannon: Optimal 30 / Falloff 15 Dual Giga Pulse Laser: Optimal 37.5 / Falloff 10 6x 2500mm Repeating Artillery: Optimal 25
Hohumm ... gona ahve to play with that before i can comment propperly
Originally by: CCP Abathur
Citadel Torps / Cruise
WeÆve changed several things here in order to balance these weapons with their turret counterparts and ensure they are doing the damage they are supposed to.
Citadel Torps: Velocity 1750; Explosion Radius 2000; Launcher RoF 34s Citadel Cruise: Velocity 4250; Explosion Radius 1750 Compact Torps: Damage 3000; Explosion Radius 1750
We are also adding faction Citadel Cruise Missiles as well. They will receive the same 10% damage bonus that the current faction citadel torpedoes receive.
again need to play with it see how it pans out
Originally by: CCP Abathur
Motherships --> Supercarriers
After careful consideration and further balancing, we will be reintroducing Supercarriers for Dominion 1.1. This will include:
ò Fighter Bombers ò Hit Point boost ò Jump Range increase ò Removal of Triage usage ò Removal of Jump Clone usage
A special comment on the Hel û we realize that among these ships, the HelÆs bonus to repair might be seen as a bit æmehÆ. The other school of thought is that considering how useful remote repair is, especially when it comes to carrier combat, perhaps the HelÆs bonus is not so bad. So, what would you like to see here? Would an additional boost to the current RR bonus be welcomed? Ponies?
- Its getting less and less appealing to pilot such a prison (not that the clone vats where that usefull in their implementation)
- Fighters / Fighterbombers could do with a HP increase
- With the HP boost on the moms capital reps seem pretty worthless as opposed to buffer tanking
- Hel needs a more proactive bonus some suggestions : add a -5% cap use for rr's to the 5% amount or go completly diffrent and give it a boost to velocity of fighters/bombers
- id love to see an increase in cha/sma aswell so it wont be necesarry to call em supercarriers instead of motherships
probably can balance the material requirements of the ships out wiht the loss of the clone vats somehow
think thats my thoughts for now
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Soleil Fournier
AWE Corporation Intrepid Crossing
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Posted - 2009.12.22 01:17:00 -
[226]
Edited by: Soleil Fournier on 22/12/2009 01:20:05 Thank you for realizing this needed immidiate attention and not waiting til the next expansion to address.
Could you elaborate though, please? These supercarrier changes look almost exactly what u originally proposed. Why go through the Nohz changes, then pull from dominion, only to add them back in without much difference?
I still feel that supercarriers lack a unique role, and lack benefit to the fleet. Sure, I can kill things fast. But the fleet has to setup around me....see: triage carriers whos pilots might have been in dreads otherwise. I would like to see us get bonuses to our gang links so that we benefit the fleet in different ways than "moar damage".
But again, this is infantely better than the Nohz changes and what's currently on live, so thank you!
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Teck7
Gallente Di-Tron Heavy Industries Atlas Alliance
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Posted - 2009.12.22 01:19:00 -
[227]
Originally by: CCP Abathur
Fighter Bomber survivability
This is a tricky one because Fighter Bombers are already hovering around 20k raw hit points plus resists. That's more EHP than, for example, T2 fit Thorax. In that respect they are already fairly tough. They are also set to orbit at 7.5k which puts them outside of all but the most powerful smart bomb range. The design team is of the opinion that this issue is less about the Fighter Bombers and more about the Stealth Bombers / Smartbombs. No nerfs imminent, just letting you all know that we're looking at this problem from a larger perspective.
The point in case is not that fighter bombers can orbit outside the range of all but officer smarties, that really is only a point of contention when your talking about ganking one or a couple of carriers/supercaps.... Putting a mother ship into an actual capital fleet engagement was the point made, that fighters/fighter bombers sent to attack primary targets or any targets within the hostile capital blob will die almost immediately to the massive area of coverage of the capital groups smart bombs. Example would be 50 enemy caps, 20 carriers, the carriers are always going to be very spread amongst the blob creating a very large area of effect washed with smartbomb damage that waxes anything that comes into it. Its not unlike the crappy tactic of using a smartbombing carrier blob to take out clustered group of modules on a pos, hitting up to 15-20 modules at a time or more (just using this as an example of the power of smartbombs in capital groups).
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Rodent
GoonFleet GoonSwarm
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Posted - 2009.12.22 01:22:00 -
[228]
Originally by: Fire Hawk CCP Abathur: the reality of the matter is that no one is using titans during a tight battle, whatever goons might want to pretend they only use titan when they already have a significant advantage on the field ( I am not blaming them) against coventional or when some one will be doing some ganking.
I fully understand that you cannot nor should really improve the titan tracking speed as it would be silly overpowered against conventional fleet giving their current EHP boost.
You're dumb as a doorknob. How about actually testing your Erebus in actual combat and see how great it is instead of theorycrafting over stuff that has no root in reality? Signature graphics that may only contain your character name, corporation logo, corporation or personal slogan or other text that is directly related to your in-game persona, or content directly related to EVE Online. All content must be in good taste.Please revise your signature. Applebabe |
Soleil Fournier
AWE Corporation Intrepid Crossing
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Posted - 2009.12.22 01:24:00 -
[229]
Edited by: Soleil Fournier on 22/12/2009 01:24:06 Agreed with Tech7. 7.5km works when talking about a single ship. I'm cool with that.
But in fleet fights you'll be going against blobs of carriers, so even though the primary won't hit them with smarties, the 6 carriers surrounding him will.
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fairimear
Gallente Esto Perpetua BiffCo.
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Posted - 2009.12.22 01:24:00 -
[230]
I think Hic's need looking at tbh. The way 1 can keep a supercapital locked down is a bit stupid (yes the phobos can't but wow means its the only 1 not stupidly overpowerfull). The interdiction bubbles effecting them is a bit much imo and Hic's with a focused interdiction mod should be the only 100% scramble on a super capital. Maybe some form of warp core recallibration time for being bubbled like 30's or sumthing would work.
Allowing a dictor to get a scramble well a hic is fielded.
Even that said i would still say some hic's are way to well tankable. And to kill a supercapital you should be expecting to lose 2-3 Hic's atleast (depending on time it takes to kill ect ect) vs a supercapital with minmal support.
Before every one screams blue murder at me. Consider the hic's role. Right now they are imo a bit to slow and heavy for gate to gate use. In most cases a dictor does the job better and faster.
Hictor's were introduced in order to counter motherships on gates/rampaging round in lowsec ect ect. Yet their 1 Roll feature (the focus diction) is barely used. And instead the bubble gets used to abuse it's roll.
In my eye's this change would: Encourage fielding of the supercapitals as desired in places desired (big fleet fights) Give the Hic a purpose roll so there is a tactical reason to be in 1. Make the Remote ECM Burst a valid module. Balance the size/risk of supercapital vs Hictor/dictor.
combined with these 1.1 changes we may actually get a valid fleet mechanic for supercapitals. And a fair counter.
Bringing a type of class to PL. |
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NedFromAssembly
Gallente GoonFleet GoonSwarm
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Posted - 2009.12.22 01:58:00 -
[231]
Or you would simply see hictor fits designed to fly by at 3-4k/s, put a hictor point on something for a moment then immediately turn it back off again and buzz away letting the previous velocity carry it out of nuet range of the supercap. Since you no longer need a sustained point you wont see them being employed.
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Tetovo
Caldari Burning Technologies Circle-Of-Two
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Posted - 2009.12.22 02:07:00 -
[232]
thats really nice can I get my AB bonus back on my ishkur
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ByFstugan
Big Shadows Atlas Alliance
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Posted - 2009.12.22 02:12:00 -
[233]
Originally by: Teck7
Originally by: CCP Abathur
Fighter Bomber survivability
This is a tricky one because Fighter Bombers are already hovering around 20k raw hit points plus resists. That's more EHP than, for example, T2 fit Thorax. In that respect they are already fairly tough. They are also set to orbit at 7.5k which puts them outside of all but the most powerful smart bomb range. The design team is of the opinion that this issue is less about the Fighter Bombers and more about the Stealth Bombers / Smartbombs. No nerfs imminent, just letting you all know that we're looking at this problem from a larger perspective.
The point in case is not that fighter bombers can orbit outside the range of all but officer smarties, that really is only a point of contention when your talking about ganking one or a couple of carriers/supercaps.... Putting a mother ship into an actual capital fleet engagement was the point made, that fighters/fighter bombers sent to attack primary targets or any targets within the hostile capital blob will die almost immediately to the massive area of coverage of the capital groups smart bombs. Example would be 50 enemy caps, 20 carriers, the carriers are always going to be very spread amongst the blob creating a very large area of effect washed with smartbomb damage that waxes anything that comes into it. Its not unlike the crappy tactic of using a smartbombing carrier blob to take out clustered group of modules on a pos, hitting up to 15-20 modules at a time or more (just using this as an example of the power of smartbombs in capital groups).
I'm thinking out loud now.
But can't this be solved if the Fighter Bombers get's a change into a giant Sentry Drone (but WITH a return to ship engine, perhaps even a follow command).
Then the Super Carrier pilots at least just have to be aware of Stealth Bombers trying to make popcorn out of their one billion iskies swarm. _______________________________
The wise knows what he knows not. |
Facepalm
Amarr Gladiators of Rage Wildly Inappropriate.
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Posted - 2009.12.22 02:13:00 -
[234]
Doesn't look like much has changed from the initial Dominion devblog on caps. What made CCP change its mind about the latter changes to SC balance to just turn around and revert them verbatim?
Makes me think moms are still in for a world of "balancing" in the near future. Drop all the current ideas, start from scratch, and get it right the FIRST(ish) time while you still have the opportunity IMO.
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Rivek
Sniggerdly Pandemic Legion
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Posted - 2009.12.22 02:47:00 -
[235]
Not counting the DD, Titans hit like wet noodles.
Damage: Restore the 200-225% per level gun bonuses as appropriate to make them dangerous to other capitals without the use of their DD.
Range: Give Titans range bonuses in the form of +X% optimal & falloff for avatar, erebus, & ragnarok and +X% missile velocity for the leviathan. Titans shooting the same (or often less) distances than dreads (one heck of a downgrade from them) doesn't make sense.
Tracking: I'd love to see tracking bonuses or unnerfed tracking on XL weapons, but it is most probably overpowering vs smaller vessels. The other two (damage & range) make a lot more sense in terms of making the Titan dangerous to capitals.
P.S. Glad you guys regained some sense. |
jm24
GoonFleet GoonSwarm
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Posted - 2009.12.22 04:16:00 -
[236]
Edited by: jm24 on 22/12/2009 04:23:16
Originally by: xttz
Originally by: CCP Abathur
Originally by: Xodius Raldari Will you be making any changes to the ragnarok current ehp? Right now the balance is pretty terrible compared to armor titans or even leviathan.
Care to elaborate on this?
3. The cost of high meta level shield tanking modules. While a Levi/Wyvern can have comparable EHP to an armour tanking supercap with same meta level gear, the market cost for that high level gear is far far far higher. This is due to a combination of factors - including PVE'ers sucking up the shield gear market, differing drop rates and complex loot for shield vs armour mods. This is a larger balance issue outside the scope of supercaps, but it is something that should be taken into account when designing them.
What needs to happen is for there to be deadspace invulnerability fields. Perhaps in the same vein as gist x-type as to pith x-type hardeners, where the meta 14 deadspace invuln is only as good as a meta 13 officer module. Or even a-type invulns as the best deadspace where meta 14 officer modules are the best.
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NedFromAssembly
Gallente GoonFleet GoonSwarm
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Posted - 2009.12.22 04:25:00 -
[237]
While we are asking for lots of random **** I would love faction caps and supercaps. I am running out of stupidly overpriced **** to spend isk on and would like a sansha mothership. Super carrier, whatever.
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Serena Ku
Gallente
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Posted - 2009.12.22 05:31:00 -
[238]
Titans really needs it's 150-175% damage bonuses, 100% is a little too weak.
As for the Hel, a FB/Fighter speed increase is a decent idea.
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NedFromAssembly
Gallente GoonFleet GoonSwarm
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Posted - 2009.12.22 05:34:00 -
[239]
Go ahead and put titan guns at 800% for a day on sisi then back to the current just to **** with people.
Thanks in advance.
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Farrellus Cameron
Sturmgrenadier Inc Gentlemen's Club
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Posted - 2009.12.22 06:37:00 -
[240]
Thank you for going with the original mothership changes instead of doing all that extra crap. Still not quite clear on why you guys were so paranoid about mothership being overpowered that you decided to nerf the hell out of it after people were so happy with the initial ideas. But I'm glad you guys reconsidered. ----------------------------------------------------
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