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1. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: So FW is only for 1 type of player, the dedicated full time PVP'r. Are you so consumed with yourself, You would like to see FW changed so much, so you can enjoy your play style to the exclusion of everyone else? What play st...
- by Angelus Ryan - at 2014.05.27 14:53:00
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2. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: Ahh, so they should balance FW more to suit the few who want it solely for PVP.. Yeah right, that is exactly the response I expected. FW *is* (or should be) about PvP. It is a "sov light" model designed as an incentive to ...
- by Angelus Ryan - at 2014.05.27 14:38:00
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3. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: As much as FW PVP'rs like to hate on farmers, they are an integral part of FW. Without them FW slowly dies. That is a design flaw, not a fact of life. If the reduction in farmers stagnates the warzone, then all needs to be ...
- by Angelus Ryan - at 2014.05.26 12:47:00
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4. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: In order to prevent gaming the system by attacking friends with an out-of-corp alt, the bounty should apply to all toons on the offending account - that is, each toon is allocated a separate cumulative bounty, so th...
- by Angelus Ryan - at 2014.05.15 14:16:00
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5. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: And that exact scenario is why most plex farmers use stabbed ships. The exact scenario which leads to most plex farmers using stabbed ships is far more trivial: Because they can use stabbed ships and still make LP. It has ...
- by Angelus Ryan - at 2014.05.11 12:22:00
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6. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: I don't see why anyone would be against 1 v 1 fights in plexes, unless they don't want to have to fight 1 other ship alone and need friends. I spend most of my time flying alone in FW space and I am entirely against such a ...
- by Angelus Ryan - at 2014.05.11 08:50:00
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7. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: You are correct - there are no guarantees in 1 v 1 combat but it is consensual, both parties have agreed to participate in a fight with a reward attached. What FW is now - a multitude of plex farmers and plex farming alts, co...
- by Angelus Ryan - at 2014.05.11 08:09:00
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8. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
Sgt Ocker wrote: Using short scan you have no advantage at all - 1 ship (tackle) enters plex 5 or 6 more sit at a warpin 15 Au off until the person in the plex is tackled.. Are you entirely unable to disengage against a single opponent to...
- by Angelus Ryan - at 2014.05.11 06:07:00
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9. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: just make the no-cloak zone much larger than the cap zone. Yes, but why would we want to exclude cloak-capable combat ships from the warzone? The current change is bad enough, making the no-cloak zone large enough to act...
- by Angelus Ryan - at 2014.05.09 19:56:00
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10. Sticky:[Kronos] Factional Warfare Complex Improvements - in Player Features and Ideas Discussion [original thread]
From the other thread where this first appeared, a copy of my post: You just pretty much killed cloaky ambushes on people coming into FW plexes. This side-effect is downright bad, and your attempted solution is not actually doing anything to comb...
- by Angelus Ryan - at 2014.05.09 19:43:00
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11. Sticky:Dev blog: Fortune Favors the Bold - in EVE Information Portal [original thread]
CCP Fozzie wrote: Quick note: I'm not worried about the Prospect being used for afk FW farming since as of Kronos it will be impossible to cloak within capture range of a FW button. Disclaimer: I didn't read every post after this one, if my...
- by Angelus Ryan - at 2014.05.07 15:37:00
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12. Sticky:Dev blog: The Art of Rubicon 1.1 - in EVE Information Portal [original thread]
As a former 3D artist, here's a tip of the hat for some nice, nice work: Thanks, these look great!
- by Angelus Ryan - at 2014.01.30 07:57:00
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13. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Michael Harari wrote: HazeInADaze wrote: This change feels like a hail mary to address the imbalance between missiles without putting in the work to fix the core problems with missiles. A couple pages backed i linked a post with pages of ...
- by Angelus Ryan - at 2013.11.12 14:28:00
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14. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Yep. As expected. Rise, your credibility is gone. I won't bother to offer any more insightful feedback to any feature you develop. It isn't a great loss, I am sure, but I've had enough.
- by Angelus Ryan - at 2013.11.12 14:14:00
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15. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Cardano Firesnake wrote: it would be great like that: Reload time for both groups set to 35 seconds. T2 Rapid Light Launchers can carry roughly 20 charges T2 Rapid Heavy Launchers can carry roughly 25 charges I think it is not a so bad idea ...
- by Angelus Ryan - at 2013.11.12 06:23:00
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16. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: I don't know about others, but I would support this absolutely - even though I would continue to clamor for missiles as a whole to undergo a complete top-to-bottom re-evaluation. Shelving this idea and taking a good, ...
- by Angelus Ryan - at 2013.11.11 17:22:00
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17. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: Volstruis wrote: Super interesting point (with special thanks to Wolf Crendraven for pointing this out) If you split them into 2 groups, and fire one until complete, then fire the others til complete, it basically wo...
- by Angelus Ryan - at 2013.11.11 13:28:00
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18. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Angelus Ryan wrote: Bouh Revetoile wrote: Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are n...
- by Angelus Ryan - at 2013.11.11 12:54:00
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19. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
elitatwo wrote: Gallente sentry drones with small electron blaster tracking This is false.
- by Angelus Ryan - at 2013.11.11 12:34:00
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20. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Fun fact : RLML are so powerful we are not even considering the drones the cruiser will launch to the poor frigate. That might be the first rebalance post where drones are not considered for EFT warrioring. Well, the C...
- by Angelus Ryan - at 2013.11.11 12:33:00
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