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21. [Odyssey 1.1] Local Armor and Shield repair module changes - in Player Features and Ideas Discussion [original thread]
Seriously, you changed it so deadspace boosters are getting twice the buff of DG? What the hell happened?
- by Akturous - at 2013.08.14 14:44:00
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22. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Keith Planck wrote: I can't think of a time where a 19 hour time would ever save me from jump cloning ever 24 hours... It needs to be taken down a bit more to like 12-15 at max level. If you play 15min later a few days in a row and jc, you ...
- by Akturous - at 2013.08.14 09:16:00
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23. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Drop a high from the Eos and put it on a low, drop another high and put it on a mid, change stupid useless afterthought hybrid tracking bonus to 10% hp/lvl and suddenly it's a good ship. That way you can fit this: [Eos, Dual Rep Lonesome] Medium...
- by Akturous - at 2013.08.13 04:13:00
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24. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
60 s timer is bs if it creates it's own timer, so what you can't deag under links now? Make it inherit the timer from people in fleet, but creating one on it's own is complete rubbish. In that case activating an rr module should also give you a ...
- by Akturous - at 2013.08.13 00:19:00
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25. Sticky:[Odyssey 1.1] Dominix bonus change - in Player Features and Ideas Discussion [original thread]
You don't have to get rid of it silly, you just limit it to assisting five drones to one person, like it should be and that's only if they don't have drones themselves, otherwise they're SOL.
- by Akturous - at 2013.08.08 12:53:00
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26. Sticky:[Odyssey 1.1] Dominix bonus change - in Player Features and Ideas Discussion [original thread]
Of far more importance is to change the drone assist mechanics to a similar system as fighters, that's the problem with domi fleets, not 10%/lvl, though it's a wee bit excessive.
- by Akturous - at 2013.08.08 12:38:00
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27. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Now just add the ability to store all your clones in one station and hot swap them with no or very little cooldown and I'll love you long time.
- by Akturous - at 2013.08.08 11:50:00
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28. [Odyssey 1.1] Local Armor and Shield repair module changes - in Player Features and Ideas Discussion [original thread]
Yeshmiel wrote: Great direction but nerfing the value of the higher end mods is really screwing a lot of people out of a lot of isk. No, I don't have any but this is an effect that needs to be considered. Market speculation isn't really, nor...
- by Akturous - at 2013.08.07 09:44:00
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29. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Perfect, if you play at the same time each day now you're not screwed. Add to this the ability to store all your clones in one station and swap between them at will and it'll be perfect, allowing quick change of fleet composition as well as limit...
- by Akturous - at 2013.08.06 02:34:00
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30. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Scatim Helicon wrote: Off-Grid Boosting is Pay To Win in the most crass and blatant form. Pay an extra subscription and you and your buddies get massive performance boosts to your ships and modules. Pay an extra subscription and you and yo...
- by Akturous - at 2013.08.03 10:48:00
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31. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Dairokuten Maoh wrote: 1. It takes skill to not get caught dual boxing with links while being shot at. If you can't be bothered to dedicate time to train leadership skill and get better at pvp to counter the player who spent their time on fine ...
- by Akturous - at 2013.08.02 12:27:00
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32. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Every time I've run a 2-3 man gang or solo even in a cruiser into your little home you dock up. Since I'm Au tz, I don't know what a titan is. Your boosting argument is wasted because every gang has boosts anyway, so having your own really just b...
- by Akturous - at 2013.08.02 05:36:00
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33. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Klingon Admiral wrote: Akturous wrote: The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely. Armor HP bonus doe...
- by Akturous - at 2013.08.02 05:28:00
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34. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Cargo hold on all the HACS to bring them up to the Sacs level please. You need the space for cap charges and there's no reason at all why the sac should have such an advantage over the others. Vaga and Deimos particularly need attension.
- by Akturous - at 2013.08.02 05:18:00
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35. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
The EOS hybrid bonus is a waste of time, with only 4 damage unbonused turrets, I really think that bonus is completely lost. Perhaps 5%/lvl to armour hp, that would do very nicely.
- by Akturous - at 2013.08.02 05:13:00
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36. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Angsty Teenager wrote: blah blah, /unsub cmd ships are now USELESS!!!. What a f.u.c.k.i.n.g. child.
- by Akturous - at 2013.08.02 05:07:00
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37. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
NaK'Lin wrote: Thank you so much for this nerf. It was incredibly unnecessary and we people in lowsec will love you forever. Here's the thing, though; Boosts allow us to fight larger gangs or blobs coming along I literally spat out some tea...
- by Akturous - at 2013.08.02 04:43:00
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38. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Not sure if it's been answered, as I previously didn't notice it, but you aren't changing the warfare processor sub on T3's to an electronics sub? This is really important if you eventually want these things to come on grid, else they'll never be ...
- by Akturous - at 2013.08.02 01:06:00
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39. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
This entire post looks perfect. Good job you, give yourself a pat on the back. The boost to triage is welcome in the face of dreadoclock.
- by Akturous - at 2013.08.01 14:36:00
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40. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
I was looking back over the Vaga and I've decided it will be actually pretty cool with an Invul and an ancil booster, the capacitor changes have really tipped it over from being rubbish to being pretty good on paper. I have however discovered a b...
- by Akturous - at 2013.08.01 12:48:00
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