Pages: [1] 2 |
1. Tech 3 battleships - in Player Features and Ideas Discussion [original thread]
The problem with T3 in general is that it was a mistake. It is from a time when EVE developers had not yet realized that MMO power creep was going to kill the game. It also exist from a cruiser centric game design, where you could get a fast hit i...
- by Airto TLA - at 2014.10.24 16:25:04
|
2. No safe haven/harbour for pansies in high sec - in Player Features and Ideas Discussion [original thread]
Two large notes that make your suggestion untenable. 1) Hi sec war deccers are lame, and are not looking for real PvP just padding kill board stats. 2) The most important one, NO ONE pays their money for a subscription to provide you content, i...
- by Airto TLA - at 2014.10.07 21:42:00
|
3. Gate camping: maybe the game shouldn't encourage it - in Player Features and Ideas Discussion [original thread]
Gate camping should be removed from the game ... as soon as anyone can figure out how to replace as one of the few pvp situations that happen more than every great once in a while and give low sec/null sec residents a way to hold enemies out of th...
- by Airto TLA - at 2014.08.19 19:40:00
|
4. Sticky:[Hyperion] Heavy Assault Cruiser tweaks - in Player Features and Ideas Discussion [original thread]
I wonder as part of any of these rebalances if any considerations has been given to "fixing" T2 resists. The roleplaying resist bonus were a cute idea when first done, but now outside of FW no one cares about the supposed racial enemies, and eve...
- by Airto TLA - at 2014.08.19 15:02:00
|
5. What would be the best way to help new subscribers? - in Player Features and Ideas Discussion [original thread]
The single best thing the could be done for new eve players, is make a better instruction manual. TO many things to do and to difficult to figure out how to get there.
- by Airto TLA - at 2014.08.14 04:48:00
|
6. Sticky:[Hyperion] Nestor Tweaks - in Player Features and Ideas Discussion [original thread]
Mario Putzo wrote: Airto TLA wrote: [quote=Mario Putzo]Oh look a "Just add a maintenance bay" tweak. (Stuff) This does not apply to situations where isk efficient applies obviously since trading a two nesters for five enemy domis will leav...
- by Airto TLA - at 2014.08.12 18:42:00
|
7. Sticky:[Hyperion] Nestor Tweaks - in Player Features and Ideas Discussion [original thread]
Mario Putzo wrote: Oh look a "Just add a maintenance bay" tweak. The Nestor sucks because it is outclassed by ships a fraction of its price. Even after the changes a Domi is almost always going to be a better combat ship, better in an RR fleet...
- by Airto TLA - at 2014.08.12 16:16:00
|
8. Sticky:[Hyperion] Nestor Tweaks - in Player Features and Ideas Discussion [original thread]
Ok a little confused, I get that this is not a must have ship as laid out, but I can not see it as horrible. First in some cases the price is an issue, to some people it simply not a barrier. Second, if it can beat the guardian on pure rep po...
- by Airto TLA - at 2014.08.12 15:26:00
|
9. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
This idea would work, if there were not at least 30 ways to screw over any decent sized hauler in low sec with very little chance of executing a proper defense. All that would happen is the factions would become isolated and there would be price...
- by Airto TLA - at 2013.06.25 19:44:00
|
10. Covert Cyno's should be allowed in deadspace sites - in Player Features and Ideas Discussion [original thread]
Dead space is dead space, live with it can not warp in can not cyno in. If you need a fleet to kill of covert ships to kill those mean bears, you are lame anyway,
- by Airto TLA - at 2013.06.24 21:30:00
|
11. Increase PVP and combat afk cloaky camping - in Player Features and Ideas Discussion [original thread]
PeanutButter JellyTime22 wrote: Friggz wrote: Behr Oroo wrote: This would allow for PVP which is what CCP wants You know why people put afk cloakys in systems. You know if those afk cloakys could be detected, people would stop doing i...
- by Airto TLA - at 2013.06.24 21:27:00
|
12. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
[quote=Ranger 1 They are quite explicit in their intention to make NOS more effective at fighting larger vessels (and all that this implies) and leaving Neuts to be more often chosen for larger ships to deal with small fry... and have had this in ...
- by Airto TLA - at 2013.06.24 21:22:00
|
13. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Naomi Anthar wrote: Airto TLA wrote: I have always been curious, would using the % of cap remaining in the target ship as a multiplier work, capped at 50% of your oppnenets cap? So if you have a vampire that drains 30 cap per cycle and your...
- by Airto TLA - at 2013.06.24 19:17:00
|
14. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
I have always been curious, would using the % of cap remaining in the target ship as a multiplier work, capped at 50% of your oppnenets cap? So if you have a vampire that drains 30 cap per cycle and your opponenet has 50% cap you would get 15 cap...
- by Airto TLA - at 2013.06.21 16:51:00
|
15. Remove Titans & Superscarriers - in Player Features and Ideas Discussion [original thread]
Shadow Lord77 wrote: I'm sure there's a place for Supers and Titans. Maybe if they increased the cost of Supercarriers 4x and titans by 2x, and gave Titans a buff that would make them super rare yet justified for the price? Supers are too cheap...
- by Airto TLA - at 2013.06.10 21:54:00
|
16. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Airto TLA wrote: THere are some weird problems with lasers, mainly they are better in a relativly narrow range In fact, lasers are the best outside of blaster antimatter range. If that is a narrow range, then, well......
- by Airto TLA - at 2013.05.28 23:32:00
|
17. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Josilin du Guesclin wrote: You left out another considerable advantage of lasers - because they have high optimals and decent tracking they have very wide engagement envelopes where they can apply full DPS compared to oth...
- by Airto TLA - at 2013.05.28 15:30:00
|
18. [Odyssey] Ship Resistance Bonuses - in Player Features and Ideas Discussion [original thread]
Sisohiv wrote: These changes are clearly aimed at some sort of simplified code and has nothing to do with balance of game mechanics. Is it good, is it bad? It's irrelevant. Smaller engagements revolve around tackle. Larger engagements revolve...
- by Airto TLA - at 2013.05.24 18:44:00
|
19. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Samas Sarum wrote: Airto TLA wrote: Disiri Skai wrote: Why do people keep saying Artie's are op? Rokhs are the new kings of alpha fleets, since the introduction of tidi the slow ass rof on Artie's are slowly falling out of favor. Couple w...
- by Airto TLA - at 2013.05.22 23:43:00
|
20. [Odyssey] Ship Resistance Bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: I've never stopped reading this thread, I have it open every day to keep an eye on new posts. I am very interested in what people have to say, but that's not the same thing as designing by straw poll. I'm also primarily looki...
- by Airto TLA - at 2013.05.22 23:12:00
|
Pages: [1] 2 |
First page | Previous page | Next page | Last page |