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1. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
SACRILEGE does not benefit from large dronebay. drones are shiity damage system - too slow and unreliable unless using ecm. I think that 25 band with 50 dronebay would be super both for solo and for gang. BUT what it lacks is speed and more import...
- by Bilaz - at 2013.07.19 10:27:00
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2. [Winter] Changes to NPC AI - in Test Server Feedback [original thread]
Please do not make ratting any safer. Unless ship is shooting npc's or remote assisting someone who does, npc should not reagro on him/her. Becouse if they have 1 miligramm of brain they should embrace any help they can get, not just shoot random...
- by Bilaz - at 2012.09.23 12:31:00
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3. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
Warde Guildencrantz wrote: Bilaz wrote: both tengu and drake are massievly overtanked drake- yes, it has a big tank tengu - no...not at all. Look at the proteus. 200k tank with armor easily. Look at the Loki. 100k tank easily wth a sing...
- by Bilaz - at 2012.09.19 06:32:00
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4. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
I'm Down wrote: Yeah, I agree, an Artillery Sliep that does 600+ DPS and 5000 alpha with great speed, drone and slot flexibility and shield tanking logistics (which everyone knows are superior is in no way good. TE/TC change isn't a boost, it...
- by Bilaz - at 2012.09.18 22:49:00
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5. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
Hmm... i can see where that 20% came from - with it missiles would have similar (a bit better actually) dps to tech2 long rage ammo on lr-turrets. But missiles dont go past their range while turrets can somehow hit, plus turrets have close range a...
- by Bilaz - at 2012.09.18 21:45:00
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6. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
First thing that i find strange - is range decrease on Precision missiles - when shooting something small and fast you need extra range so your missile can hit some over-nanoed dramiel/vagabond on high orbit (and if it is webbed - no reason to use...
- by Bilaz - at 2012.09.18 14:10:00
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7. Sticky:Dev blog: Ship balancing winter update - in EVE Information Portal [original thread]
Its nice to see balancing effort to speed up. But i cant help but ask - is there any plans to change some troublesome weapon systems and modules? since it would be quite hard to make a nice house if your floor is all warped, if you know what i mea...
- by Bilaz - at 2012.09.11 13:43:00
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8. Incoming titan adjustments - in Ships and Modules [original thread]
5 is too low imo. I dont have problem with a few titans having tons of officer sensor boosters - that would deny them webs, painters and track comps. it still should be possible to shoot from titans to subcaps - but propper support should be on ti...
- by Bilaz - at 2012.03.14 00:27:00
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9. Sticky:New dev blog: Rebalancing EVE, one ship at a time - in EVE Information Portal [original thread]
once again - removal of tiers is good and all, but there are some conserns. A qick stare on line roles you propose - shows that basicly what you propose is well known paladin, rogue, archer and buffer - roles. Which is quite disturbing becouse i d...
- by Bilaz - at 2012.03.10 20:52:00
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10. Sticky:New dev blog: Rebalancing EVE, one ship at a time - in EVE Information Portal [original thread]
well after 10 mitutes of initial rage im ready to post some comments racial battlecruiser skills make sense, but i dont want to train all 4 to 5 on all my chars AGAIN [:evil: as for tier elimination - its a good idea, but your role summury is com...
- by Bilaz - at 2012.03.06 21:58:00
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11. Sticky:New dev blog: Starbase happy fun time - in EVE Information Portal [original thread]
This is nice and all, but if we are talking about pos structures - second thing that comes in mind after stupidly long timers - need to manually load guns with ammo. Not like its soo hard to make lifelong ammo deposit while building stuff or somew...
- by Bilaz - at 2011.11.08 07:46:00
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12. Sticky:New dev blog: Hybrid weapon and Tech II ammo balancing - in EVE Information Portal [original thread]
Well i cooled down a bit and reread blog. Maybe ccp is looking at this whole stuff under wrong angle. See the way i see it - blasters were bad since after nanonerf - maybe even sometime before that. For instance it maybe a good idea to revisit Zul...
- by Bilaz - at 2011.11.01 16:06:00
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13. Sticky:New dev blog: Hybrid weapon and Tech II ammo balancing - in EVE Information Portal [original thread]
ok, so you tweaked hybrid guns a bit. now where is the boost we have been waiting for ages? Everything is horribly wrong with hybrids now - they are useless and worthless - and they would still be worthless and useless after these changes, mayb...
- by Bilaz - at 2011.10.31 15:56:00
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14. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
i've read on eve-ru idea i cant wait to share. simply put its proposed not shoot customs but instead hack them. we have analyzer and decryptor - so one would be temp solution - like force something in/out and second - permanent: first time you get...
- by Bilaz - at 2011.10.19 13:53:00
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15. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
Let me remind you one of devblogs written not so long ago: fom here http://www.eveonline.com/devblog.asp?a=blog&nbid=2351 Quote: Lessons learned 1) Shooting at stationary structures is boring See: Starbase warfare, Dominion sov warfare...
- by Bilaz - at 2011.10.18 19:47:00
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16. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
CCP Omen wrote: Raziphan Rebular wrote: XavierVE wrote: Quote: Also, the "little" guy is adviced to use CONCORD's customs offices in High-Sec. And then CCP wonders why most players never leave high-sec. Ya I'm just a guy and I'...
- by Bilaz - at 2011.10.18 16:23:00
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17. Sticky:New Dev Blog: Player-owned Customs Office - in EVE Information Portal [original thread]
what we need for eve - more stupid structures to build, haul and grind . So suppose that i'm solo-industrialist and have 5-6 planet factory - to use that **** i would have to build 6 ******* customs, pay ~300mil isk, haul it **** knows where, sup...
- by Bilaz - at 2011.10.18 16:16:00
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18. Sticky:New dev blog: Capital ship balancing - in EVE Information Portal [original thread]
I dont think that 20% ehp loss would change fact that supercaps are so hard to kill now. The way i see it - nyx having ehp of 8-10 dreads is more or less fine but if you count in comandship bonuses, erebus, slave set - you get 15-20 dread equevale...
- by Bilaz - at 2011.10.13 14:56:00
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19. Nullsec design goals feedback: Movement and logistics - in Player Features and Ideas Discussion [original thread]
about trade - market needs attention. atm everyone with skills can trade on my station - even if he is forbidden to dock. that allows to harm me. making some form of internal market to, for instance, trade only inside station and better yet with f...
- by Bilaz - at 2011.08.18 16:38:00
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20. Nullsec design goals feedback: Large Combat - in Player Features and Ideas Discussion [original thread]
Problem with large scale combat is that its very simple and blob-oriented. to have more decision making grunts one would have to force them to operate independent from the rest of the fleet. my point is that only by making combat more complex and ...
- by Bilaz - at 2011.08.17 15:19:00
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