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1. Sticky:Dev blog: 28 Ships Later: Ship and Module Balancing in Odyssey 1.1 - in EVE Information Portal [original thread]
Vyktor Abyss wrote: CCP Fozzie wrote: Vyktor Abyss wrote: Not happy about many of the changes and feedback given in those threads. All ignored, like many other valid posters - glad to see CCP still working as intended. Just because on...
- by Akimo Heth - at 2013.08.28 20:33:00
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2. Phoenix/citadel missiles buff for Odyssey 1.1 - in Player Features and Ideas Discussion [original thread]
General Guardian wrote: Well, in one very unlikely (but possible) way. Citadel missiles COULD be considered way overpowered. Although for this to occur there would have to be some major shenanigans involved. Let's say your Citadel torpedo thas...
- by Akimo Heth - at 2013.08.27 18:23:00
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3. Phoenix/citadel missiles buff for Odyssey 1.1 - in Player Features and Ideas Discussion [original thread]
PinkKnife wrote: The problem is that missiles don't miss, they just run out of range. If you buff the cap missiles too much it becomes a game of insta-blap anything. The easiest, and messiest way, is to change the phoenix to use hybrids, and ...
- by Akimo Heth - at 2013.08.27 18:22:00
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4. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Actually it's a huge deal when you're fighting something bigger. This change means the difference between your NOS working or not working at all. As mentioned, a "Big Deal" change does not need to be very big at al...
- by Akimo Heth - at 2013.08.26 12:02:00
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5. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I love that in the last page there has been complaint that Vaga isn't good, Vaga is too good, Eagle isn't good, Eagle is fine, Sacrilege isn't good, Rep bonus Deimos is awesome and Rep Bonuses are bad. I think we are reaching a...
- by Akimo Heth - at 2013.08.07 00:34:00
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6. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Akimo Heth wrote: Ranger 1 wrote: Quote: It needlessly puts you in neut range though which cap boosters would better guard against anyway. I wasn't aware you were always able to dictate range in a fight. You also...
- by Akimo Heth - at 2013.08.02 20:23:00
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7. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Quote: It needlessly puts you in neut range though which cap boosters would better guard against anyway. I wasn't aware you were always able to dictate range in a fight. You also forget that there are many fits that WA...
- by Akimo Heth - at 2013.07.31 21:04:00
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8. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Capqu wrote: CCP Rise wrote: The sac recharge rate is actually wrong in the OP, will fix it. Forgot to adjust it after we removed the bonus. The Cerberus kinetic bonus is not a relic in the same way that the Sacrilege recharge bonus or the ...
- by Akimo Heth - at 2013.07.29 13:14:00
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9. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: The sac recharge rate is actually wrong in the OP, will fix it. Forgot to adjust it after we removed the bonus. The Cerberus kinetic bonus is not a relic in the same way that the Sacrilege recharge bonus or the Ishtar drone bay...
- by Akimo Heth - at 2013.07.29 13:12:00
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10. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Javius Rong wrote: The changes look good for medium LR turrets. I see a bunch of people complaining about HML balance being out of wack with these changes. I am not sure that the raw DPS is off for HML but their ability to apply DPS rapidly a...
- by Akimo Heth - at 2013.07.29 02:09:00
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11. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Foxyfloofs wrote: Great change! Makes little difference in use for fighting the same size ships but I definitely see supers being nos'd into the ground It would be nice to have it fall off by a cycle or two worth of cap so it puts you slightly...
- by Akimo Heth - at 2013.07.29 02:08:00
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12. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Akimo Heth wrote: Ranger 1 wrote: Akimo Heth wrote: Vyktor Abyss wrote: Its a little worrying you CCP folks haven't mentioned how this impacts Cap Batteries. Would be good if cap batteries offered a 'protected' reser...
- by Akimo Heth - at 2013.07.27 04:17:00
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13. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Akimo Heth wrote: Vyktor Abyss wrote: Its a little worrying you CCP folks haven't mentioned how this impacts Cap Batteries. Would be good if cap batteries offered a 'protected' reservoir of undrainable cap the same value t...
- by Akimo Heth - at 2013.07.26 20:00:00
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14. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Scuzzy Logic wrote: Akimo Heth wrote: Luscius Uta wrote: Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen...
- by Akimo Heth - at 2013.07.26 19:54:00
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15. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Luscius Uta wrote: Tracking nerf on Rails is pretty big (even though it can be compensated by replacing falloff bonus on all ships that have it with a tracking bonus, but I don't expect that to happen), and +15% RoF increase seems nice only unt...
- by Akimo Heth - at 2013.07.26 13:25:00
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16. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Sergeant Acht Scultz wrote: Gnoshia wrote: lone wolfman wrote: also i do not know why people are worried about the HM being left behind. with these changes i think they are getting buffed. HM will still hit the target while rails/arty/bea...
- by Akimo Heth - at 2013.07.25 00:43:00
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17. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Vyktor Abyss wrote: Its a little worrying you CCP folks haven't mentioned how this impacts Cap Batteries. Would be good if cap batteries offered a 'protected' reservoir of undrainable cap the same value they add. It does seem Large NOS will ha...
- by Akimo Heth - at 2013.07.25 00:38:00
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18. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Pinky Feldman wrote: Beams will continue to be irrelevant until they get a cap usage reduction. On a beam Nomen, every 10 seconds you've just used 10% of your cap to fire guns with no other mods being active. Adding a cap booster can help ban...
- by Akimo Heth - at 2013.07.23 23:09:00
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19. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: Akimo Heth wrote: Andy Landen wrote: While this move is in a good direction, it makes more sense to follow the cop regen mechanic of decreasing gains with higher levels. When shields recharge, they regenerate more shie...
- by Akimo Heth - at 2013.07.22 23:22:00
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20. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Andy Landen wrote: While this move is in a good direction, it makes more sense to follow the cop regen mechanic of decreasing gains with higher levels. When shields recharge, they regenerate more shields as the shields go down to 33% (if I und...
- by Akimo Heth - at 2013.07.22 17:13:00
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