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81. Sticky:[Aegis] More balance! - Ishtars, DDAs and the Tempest - in Player Features and Ideas Discussion [original thread]
Hell's Hauler wrote: Just shows how out of touch CCP are, and how little they know of the current meta It would be a easy fix to give the ishtar MEDIUM super bonused drones that didnt lose its offensive power, and removed the plague that is 70...
- by Awkward Pi Duolus - at 2015.06.23 09:27:42
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82. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Lelob wrote: Good, but more nerfs are needed. I'm tired of every scrublord getting by because his FC is holding his hand for every single bit of a fight and being able to execute things that require actual skill to pull off, without actually do...
- by Awkward Pi Duolus - at 2015.06.23 08:28:47
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83. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Ryno Caval wrote: I mean seriously -Scan something down - 1-2 min if skills and technique are good -Save location- 1 sec -Open people & location submenu -1sec -Find your location you wish to share -1sec -Shift click and drag into your c...
- by Awkward Pi Duolus - at 2015.06.22 19:00:39
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84. Sticky:[Aegis] More balance! - Ishtars, DDAs and the Tempest - in Player Features and Ideas Discussion [original thread]
Bunka en Daire wrote: Why u just dont delete drone boats from game??? Even better u can mix up vexor and ishtar in one ship, so no more efforts for nerfing. Or better why u just do not BUFF other ships, so u must nerf all drone boats, because ...
- by Awkward Pi Duolus - at 2015.06.22 18:51:58
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85. Sticky:[Aegis] More balance! - Ishtars, DDAs and the Tempest - in Player Features and Ideas Discussion [original thread]
Roy Henry wrote: Why not just remove sentry bonuses from the hull instead of nerfing sentries, drones, and ishtars themselves? How much collateral damage has been caused to all other drone and sentry ships trying to fix this issue when simply r...
- by Awkward Pi Duolus - at 2015.06.22 18:21:50
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86. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Madbuster73 wrote: Did I mention that all that this change will do is make KITING superior to everything? Its virtually impossible to land your fleet on the kiters if you cant do a fleet warp. This change will make kiting-fleets the only viabl...
- by Awkward Pi Duolus - at 2015.06.22 02:25:43
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87. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
ManLee wrote: seems logical, I mean Im all for the changes to slow down targets to stop the brainless blobs that occur without true pilot skill, but there is one flaw in this logic if a fleet is comprised of one Corporation and that corp has a ...
- by Awkward Pi Duolus - at 2015.06.22 02:24:32
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88. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Brokk Witgenstein wrote: But why? Half of those 72 pages is You! Still didn't hear any game-breaking fundamentals except maybe "comfort". I shall dull it down for you: you need scouts. Scouts is where it's at. And, when on familiar terrain, cor...
- by Awkward Pi Duolus - at 2015.06.22 02:18:23
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89. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Nevil Kincade wrote: To prevent AFKers from being warped i would suggest implementing at least an afk check for fleet warps. There's the exempt from warp button. Use it. Otherwise, people who are afk in an active fleet deserve to die. Nevi...
- by Awkward Pi Duolus - at 2015.06.19 17:38:46
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90. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Anathema 2.3k ehp base crusader 2.16k ehp base Yea, just as flimsy. LOL.
- by Awkward Pi Duolus - at 2015.06.19 14:30:48
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91. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Tau Onyeka wrote: This change a logical next step from the change to drone assignment: less zombie fleets, less F1 fleet cattle. I can see why so many people rage about it I'm all for it. How does it ensure less "F1 fleet cattle"? The alt...
- by Awkward Pi Duolus - at 2015.06.19 08:34:34
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92. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Elsa Hayes wrote: People just act as if this was a change to something absolutely unheard in EvE when all it really is is a sort of roll back to how things were a couple of years back when there was far less holding hands and catering to the au...
- by Awkward Pi Duolus - at 2015.06.18 20:39:08
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93. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: You can warp to 0 on a cloaky. Simply tell it when you enter warp so it can move out of the way. He's talking about being a warp in for the hole itself. You don't sit at 0 on the hole. Even at 3k, you can now land up to 5km ...
- by Awkward Pi Duolus - at 2015.06.18 18:31:28
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94. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: They dont currently because they dont need to. We used them in the past, we will use them in the furture when this lands. In terms of adapting to change this is an easy one. I don't think there's any doubt we can adapt. Ques...
- by Awkward Pi Duolus - at 2015.06.18 18:06:43
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95. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: So bring more than one. I suspect people won't do much of that for the same reason they don't use covops as tackle in a gate camp, or roaming fleet.
- by Awkward Pi Duolus - at 2015.06.18 17:32:24
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96. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Zappity wrote: To tackle? Lol Why not? We use just as flimsy interceptors, t1 frigates and Ewar frigs. With that covops also playing the role of being the linchpin for positioning the fleet, it's a great way to make sur...
- by Awkward Pi Duolus - at 2015.06.18 16:13:42
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97. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: If you don't want to be a scout then dont be one, to say you are nothing more than a boring mobile bookmark though is a lie. This is how we used to do things and there was a lot of people who had fun with it. It is one of the mos...
- by Awkward Pi Duolus - at 2015.06.18 16:01:43
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98. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
afkalt wrote: This one nails it for me. Quote: CCP Larrikin: Let's talk about combat warping, such as joining a fight on POS or Wormhole. You won't land all at the same time, and that is one of our stated design goals. People participating ...
- by Awkward Pi Duolus - at 2015.06.18 07:26:43
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99. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Zappity wrote: Oh for goodness sake, he wants to remove Orbit, Approach and Keep at Range next. This would utterly kill so much frigate and destroyer game play by making it impossible to get under the guns of a slower tracking weapon system. I...
- by Awkward Pi Duolus - at 2015.06.18 05:10:10
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100. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Rekatan wrote: Listening to the Q&A has been extremely frustrating... Every time a good compromise is suggested "ya, but that won't meet our goals with bombing runs" is the response... This should indicate to you Larrikin that bombing runs ...
- by Awkward Pi Duolus - at 2015.06.17 22:57:25
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