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41. Lets settle this issue with Amarr Ships - in Ships and Modules [original thread]
So Gronsak, Ill take you on that bet! What exxactly do you want a Maller to do? 13 -_-
- by Admiral IceBlock - at 2006.06.22 12:38:00
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42. Capital Ship Bumping - in Ships and Modules [original thread]
would be great if a frigate ramming another ship full speed with armor plates would do 300 dmg to something. xD 13 -_-
- by Admiral IceBlock - at 2006.06.22 10:11:00
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43. Add the 'Bomber' to Bombers - in Ships and Modules [original thread]
Actully Give Bombers t2 resist, 20% per level to damage and special bonus to siege launchers powergrid and -80% torpedo speed. In the old days you could target missiles and torpedoes because they were so slow, with something like this you would b...
- by Admiral IceBlock - at 2006.06.21 14:48:00
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44. Typhoon - The bs now ? - in Ships and Modules [original thread]
It is not suppose to be perfect, stop whining! Its like my wanting a powergrid and cpu increase on the Raven... 13 -_-
- by Admiral IceBlock - at 2006.06.21 12:33:00
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45. Typhoon - The bs now ? - in Ships and Modules [original thread]
Edited by: Admiral IceBlock on 21/06/2006 12:32:48 ° 13 -_-
- by Admiral IceBlock - at 2006.06.21 12:32:00
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46. Target his Launchers, no, take down his Shields first or go for his AB - in Ships and Modules [original thread]
In Homeworld each sub system has its own regeneration speed. Meaning eventually it would repair itself, just like shield recharge. 13 -_-
- by Admiral IceBlock - at 2006.06.18 15:28:00
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47. Large Weapons Powergrid - in Ships and Modules [original thread]
Edited by: Admiral IceBlock on 15/06/2006 14:17:05 How is the weapons powergrid balanced towards their designated ships? In the old days you actully had to struggle to fitt a full rack, making you think when fitting if I should sacrifice 4 l...
- by Admiral IceBlock - at 2006.06.15 14:17:00
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48. web falloff - in Ships and Modules [original thread]
Why would web be 7500m and 2500m falloff? Why not 10km optimal and 2500m falloff making it 12,5km? 13 -_-
- by Admiral IceBlock - at 2006.06.11 11:47:00
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49. Frigate Roles, Frigates Changes, Frigate Whining or Simply... - in Ships and Modules [original thread]
The Antichrist Maya Rkell Strikes again.. 13 -_-
- by Admiral IceBlock - at 2006.06.11 11:44:00
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50. Crystal set not affecting cap sb bug or intended? - in Ships and Modules [original thread]
TomB said it would be unbalanced, as he has balanced the Crystal set towards Battleships and not Capital ships... Or something *** crap like that! 13 -_-
- by Admiral IceBlock - at 2006.06.09 21:40:00
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51. The Difference in DREADNAUGHT weapons skills - in Ships and Modules [original thread]
Edited by: Admiral IceBlock on 09/06/2006 21:00:51 ^^ UP! 13 -_-
- by Admiral IceBlock - at 2006.06.09 21:00:00
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52. Interceptors - A Discussion - in Ships and Modules [original thread]
Originally by: Maya Rkell As for splitting inty types, I used to support this but now oppose that change because certain people would try and use it as a wedge to try and get them all changed. Seems like your personal paranoia gets in ...
- by Admiral IceBlock - at 2006.06.08 20:34:00
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53. Interceptors - A Discussion - in Ships and Modules [original thread]
Quote: And yes, changing the global field when there are balance issues is matter of "deal, it's like this for everyone". It's not a matter of "you wasted your time with this, since we're making it useless for you!". Missile was changed, ...
- by Admiral IceBlock - at 2006.06.08 17:14:00
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54. Interceptors - A Discussion - in Ships and Modules [original thread]
Quote: The price argument is relevant when you aer comparing ships doing the same job. If the cheaper one has no real disadvantage, then why use the more expensive one? Why do people use HAC's and not Battleships? Quote: And see,...
- by Admiral IceBlock - at 2006.06.08 16:43:00
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55. Interceptors - A Discussion - in Ships and Modules [original thread]
Originally by: Maya Rkell An interceptor's role, both IRL (see naval terminilogy) and in Eve is quite simple: to kill. You never give up do you? Originally by: Maya Rkell This leaves them with no more damage than a T1 frig...
- by Admiral IceBlock - at 2006.06.08 16:15:00
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56. Titan Bonuses: Borked? - in Ships and Modules [original thread]
No it does not stack. The highest bonus get applied and the others are ignored. 13 -_-
- by Admiral IceBlock - at 2006.06.06 10:03:00
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57. Dev Blog Response - Weapon Optimal Range - in Ships and Modules [original thread]
Originally by: Cpt Abestos Not to mention this would render most long range guns useless as well as mega pulse, so everyone would be flying ravens since it seems their range isnt getting nurfed. Everything will be changed. Nothing is le...
- by Admiral IceBlock - at 2006.06.06 09:23:00
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58. Dev Blog Response - Weapon Optimal Range - in Ships and Modules [original thread]
Originally by: wismerhil Originally by: Admiral IceBlock Guys, THINK! Do you think that everything will stay the same if Optimal was decreased? Do you really believe that sir Tuxford WILL NOT change speed, tracking and optimal ran...
- by Admiral IceBlock - at 2006.06.06 09:09:00
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59. Dev Blog Response - Weapon Optimal Range - in Ships and Modules [original thread]
Originally by: Lorette very bad idea imo, unless they also reduce ship speeds by and equal ammount or boost the dmg of ranged weapons/ammo. As it is i can kill stuff faster if i shoot with AM (for ex) from 30km than i do using ranged ammo ...
- by Admiral IceBlock - at 2006.06.06 09:05:00
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60. Dev Blog Response - Weapon Optimal Range - in Ships and Modules [original thread]
Originally by: Testy Mctest Reducing the ranges would be good, but reducing large guns to 2x small range is a bit silly. Yes it is a bit drastic. Maybe just divide everything by two instead? Then it would be a "real" scale down. 1...
- by Admiral IceBlock - at 2006.06.06 09:04:00
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