Pages: [1] |
1. Claymore color changed? - in Ships and Modules [original thread]
Mina Sebiestar wrote: Freedom skin(if that's the name) maybe I don't follow skins much I do think black is default. The default is not black anymore, it is green. And the new skin for t2 is also, well, green.
- by Alek Row - at 2015.07.29 02:26:58
|
2. Claymore color changed? - in Ships and Modules [original thread]
I've been out for a while, but wasn't the color of the Claymore black instead of green? (Sebestior skin) Apologies if this belong to another forum or if it is already old news.
- by Alek Row - at 2015.07.29 02:12:07
|
3. State of Minmatar Ships - in Ships and Modules [original thread]
I was "hibernating" at the time, but I think they nerfed vexor speed a bit so it is not faster than the rupture anymore when plated, of course that didn't do much for the ruppie but that's another story. Remove all falloff bonus in Minmatar ships...
- by Alek Row - at 2015.07.27 20:10:27
|
4. Mass and speed changes for ships - in Ships and Modules [original thread]
Edited by: Alek Row on 30/07/2008 23:25:20 SHIP|MASS.OLD| MASS.NEW|IN.OLD|IN.NEW|SPD.OLD|SPD.NEW +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ MAEL|115.000.000|103.300.000|0.155|0.165|115|94 TEMP|102.500.000|103.3...
- by Alek Row - at 2008.07.30 23:24:00
|
5. OK, what about Minmatar now? - in Ships and Modules [original thread]
Edited by: Alek Row on 20/03/2008 15:08:08 The way I see it, Maelstrom is a fleet ship, but the small alpha increase, price and wrong shield bonus made it a failed experiment. Even if it's big, fat and slow, it ended being a very nice gang shi...
- by Alek Row - at 2008.03.20 15:06:00
|
6. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Goumindong Absolutely not. You cannot balance based on players taking sub-optimal choices. If player skills are to come into play then they can only come into play by making sub-optimal choices. You can only balance based ...
- by Alek Row - at 2008.03.16 02:08:00
|
7. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Goumindong Because player skills mess with the math is exactly the reason that you cannot balance based on experience. I agree, but it works in 2 ways, player skills (not EvE skills) and experience are also the reason w...
- by Alek Row - at 2008.03.16 01:38:00
|
8. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Goumindong (...) very similar to the hurricane pilot in a "my cane sucks" thread, who active tri-hardened[bad move the first] active tanked his cane[bad move the second, but less so than the first] and then flew into fallof...
- by Alek Row - at 2008.03.16 00:22:00
|
9. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Lyria Skydancer Its versitile. This means in a small gang skirmish or in fleet fights you can put your arties on the main target, while shooting your missiles at a secondary target and send your drones on a tackler. How is ...
- by Alek Row - at 2008.03.10 22:41:00
|
10. OK, what about Minmatar now? - in Ships and Modules [original thread]
Originally by: Lyria Skydancer 2 - MUNINN Muninn is versitile. In exchange it doesnt do as much turret damage as the other sniper hacs. On the other hand it does have drones and extra highs for launchers. I dont really see a balance probl...
- by Alek Row - at 2008.03.10 17:59:00
|
11. Tracking Disruptors [Devs.. you forgot something] - in Ships and Modules [original thread]
Originally by: Goumindong The fact of the matter is that now all ships are affected by TD's equally, they all lose precicely 40% of their range. But not all ships are affected by +falloff and +optimal boosts equally, due to the nature of ...
- by Alek Row - at 2008.02.12 23:25:00
|
12. Tracking Disruptors [Devs.. you forgot something] - in Ships and Modules [original thread]
Originally by: Goumindong Incorrect. All it does is let the "turret range ewar" actually affect the range of all turrets. This is incorrect since it will not affect equally. Optimal dependent guns have plenty of usable and easy switch...
- by Alek Row - at 2008.02.08 11:52:00
|
13. Tracking Disruptors [Devs.. you forgot something] - in Ships and Modules [original thread]
Edited by: Alek Row on 06/02/2008 22:52:33 Originally by: Trigos Trilobi (...) My opinion is that we should have a counter to the TD changes, but I don't know anymore if scripts are the answer, TEs should have a new property, som...
- by Alek Row - at 2008.02.06 22:52:00
|
14. Tracking Disruptors [Devs.. you forgot something] - in Ships and Modules [original thread]
Originally by: Lyria Skydancer Dude sure you can boost TPs if we cut web range bonus to half. You clearly have no idea how powerful ranged webs are as ew. This is called balance. You couldnt give a ship ecm + nos ew bonus either for examp...
- by Alek Row - at 2008.02.06 15:41:00
|
15. Tracking Disruptors [Devs.. you forgot something] - in Ships and Modules [original thread]
Originally by: Goumindong Projectile ambit extensions are not much more expensive than TE or TCs the last time i checked on their prices, 4m each rig, 1m each TE/TC. Goum, that argument sucks, mid slot modules are re-usable, rigs aren'...
- by Alek Row - at 2008.02.04 01:40:00
|
16. Comparison of short range medium turrets - in Ships and Modules [original thread]
Originally by: Morden Nok Lot's of stuff. You had a lot of work in doing all the calculations, that's for sure. But I still think that if you want to calculate all the differences between medium turrets while being neutral about it y...
- by Alek Row - at 2007.01.11 18:30:00
|
17. Minmatar Mission Problem - in Ships and Modules [original thread]
Edited by: Alek Row on 01/12/2006 11:41:33 Well, I always used the Cyclone in all lvl 3 missions including the Mordus Headhunters (there *are/were?* 2 versions of this mission). 720mm and Assaults on Highs. AB, Large shield boster, large ext...
- by Alek Row - at 2006.12.01 11:38:00
|
Pages: [1] |
First page | Previous page | Next page | Last page |