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1. Mutli-Use Analyzers Feedback Thread - in Player Features and Ideas Discussion [original thread]
Darkwing Fiftytwo wrote: Why not drop it by 25% or 50%, see how it goes then drop it some more. I'm sorry when was the last time CCP actually followed through on their "baby steps adjustements"? I love CCP devs but you gotta admit, it's not ...
- by Altrue - at 2016.08.11 17:51:59
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2. Fixed window position - in Player Features and Ideas Discussion [original thread]
Hi! I shouldn't have to run a frikin python script to have one EVE client on the top left corner (the default), and one EVE client on the top right corner of my screen. Please add a fixed window position : Top left, Top Right, Bottom Left, Botto...
- by Altrue - at 2016.07.13 17:01:01
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3. On grid boosters - Discussion Topic - in Player Features and Ideas Discussion [original thread]
Ix Method wrote: Altrue wrote: This way they are HEAVILY limited in the number of people affected (From 255 to 10, or maybe go down to 5 or something). So that small organized groups have a way to punch above their weight and create the surp...
- by Altrue - at 2016.06.11 18:49:56
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4. On grid boosters - Discussion Topic - in Player Features and Ideas Discussion [original thread]
I'm going to say it, and it's going to be impopular, and CCP Fozzie has already publicly spoken against it... But I think that in addition to the AOE thingie, Off grid links should remain a thing for Squad Boosters. This way they are HEAVILY limi...
- by Altrue - at 2016.06.11 13:32:56
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5. CCPLZ - Market categories for missiles is a mess - in Player Features and Ideas Discussion [original thread]
Compare the market categories for missiles vs turrets. Missiles is one category for each missile type, apart from XL launchers which are almost properly ordered. For turrets you have a separation between long/short range, then a separation betwe...
- by Altrue - at 2016.05.19 05:49:48
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6. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
I hope there is an excellent reason as to why the kirin is a good 40m/s below the other three...
- by Altrue - at 2015.11.27 06:46:47
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7. Sticky:[December] Omber - in Player Features and Ideas Discussion [original thread]
#OmberMatter Good move.
- by Altrue - at 2015.11.17 21:54:19
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8. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
New and exciting gameplay opportunities? Check . Player skill factor involved with crazy opportunities? Check . Bonus points for being able to move dictor bubbles and bombs. This sounds like a great addition for EVE! A few questions though:...
- by Altrue - at 2015.11.17 14:15:39
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9. Sticky:[December] Navy EWar Frigates - in Player Features and Ideas Discussion [original thread]
The idea sounds good, but the range penalty is just too damn high , give this e-war the optimal range of a scrambler. I understand that you want them to e-war at close range but come on, 4km range is ridiculously short . As for the Maulus and V...
- by Altrue - at 2015.10.17 15:55:18
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10. Sticky:[December] Balance Smorgasbord - in Player Features and Ideas Discussion [original thread]
Excellent changes! I wish the Tristan was nerfed more but eh, that's about it for the complaints. Bonus points for the damage profile of missile ships; Quote: 25% Kin, 20% Em/Therm/Exp That's the kind of kinetic lock I can get behind!
- by Altrue - at 2015.10.17 15:50:40
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11. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
1- Thank you for not making an omni module that works on both turrets and missiles, leave more depth of choice and reason to have good intel. 2- I assume that the reduction of flight time and flight speed will apply on the same script? If so that...
- by Altrue - at 2015.10.02 21:21:28
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12. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
Well, its definitely a good thing to see you considering other ideas than just leaving the modules "as is", and quickly forgetting about them Kudos for that.
- by Altrue - at 2015.09.29 12:08:30
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13. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
The Ferox rebalance is very clever, good job! The Drake rebalance still kinetic locked... Hmm... Not so much. The Cyclone rebalance.. Please, its barely touched even though the statistics CLEARLY shows how desperate it was for a buff, a...
- by Altrue - at 2015.09.11 20:19:43
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14. Sticky:[Galatea] First batch of sov capture iterations - in Player Features and Ideas Discussion [original thread]
"The mass penalty is being replaced with a "speed limit"-á" Finally! Something some of us having been asking for as long as it was possible. More penalties for fast stuff, no useless penalty for everyone including slow doctrines. You should red...
- by Altrue - at 2015.08.19 07:24:17
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15. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Jump ranges fine? Pff come on. Pre-Phoebe anyone could pile on anyone quickly, every big group kept the others in check, and batphone was possible for the small one. Good? Mayne not. Better than now? LOL NOPE. Now we've entered the snowball era ...
- by Altrue - at 2015.08.12 20:42:48
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16. Granular options for the camera shake - in Player Features and Ideas Discussion [original thread]
Hey! So, I was trying out the camera shake again because of reasons, and the shake while slowing down in warp is still as awful as I remember. However, the shake when things are hit by my missiles, or the shake when I'm hit by something.. That's...
- by Altrue - at 2015.07.04 12:00:34
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17. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Hello Small update for you on the new modules. First of all, the first build that went to sisi with the new modules has several incomplete pieces, one of which was the absence of stacking penalties on the explosion radius and ...
- by Altrue - at 2015.06.26 14:39:28
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18. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
Shield rechargers are a mid slot, mid slots are a big deal especially for shield stuff. Glad to see there is hope to improvement. In addition to that, there is a sizeable point to be made here about the difference between theoretical maximum pass...
- by Altrue - at 2015.06.24 20:16:18
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19. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
CCP Terminus wrote: So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting. It was mentioned that Shield Rechargers are used in passive PvE shield t...
- by Altrue - at 2015.06.24 15:21:04
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20. Sticky:[Aegis] More balance! - Ishtars, DDAs and the Tempest - in Player Features and Ideas Discussion [original thread]
Iroquoiss Pliskin wrote: More data for the cri-ers - http://i.imgur.com/afJycoE.png?1 PvP damage done by ship class, segmented by weapons type. Source?
- by Altrue - at 2015.06.22 16:23:01
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