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1. R.I.P Old Cyclone - in Ships and Modules [original thread]
Sergeant Acht Scultz wrote: Zarnak Wulf wrote: It is the fastest BC. It has two utility slots which are becoming a rarity as the ships get rebalanced. I'm thinking Heavies, snakes and Loki boosts in low-sec will be popular. 2 medium Neut...
- by Bloodpetal - at 2013.02.22 05:24:00
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2. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
Not to give you more headaches... :) Small Gatling Pulse Laser I Meta 1 Small Gatling Pulse Laser Meta 2 Small Gatling Pulse Laser Meta 3 Small Gatling Pulse Laser Meta 4 Small Gatling Pulse Laser Small Gatling Pulse Laser II Meta Names Brainst...
- by Bloodpetal - at 2012.09.12 17:30:00
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3. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
CCP FoxFour wrote: Sudelle wrote: Seems like the discussion is or has run out of steam. Just curious if you have had your internal meeting about this yet, FoxFour? And if any other ideas were rattled around because of the meeting...? Sorr...
- by Bloodpetal - at 2012.08.29 14:48:00
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4. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
CCP FoxFour wrote: Implants have fluff, proper names, are easy to search, and have clear progression. Gatling Small Pulse Laser I GSPL-01 Afocal Gatling Small Pulse Laser GSPL-02 Modal Gatling Small Pulse Laser GSPL-03 Anode Gatling Small Puls...
- by Bloodpetal - at 2012.08.20 17:37:00
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5. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
Totally off topic. Description Typo in : Large Group Of Cattle Quote: TCattle are domestic animals raised for home use or for profit, whether it be for their meat or dairy products. http://games.chruker.dk/eve_online/item.php?type_id=...
- by Bloodpetal - at 2012.08.19 05:34:00
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6. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
CCP FoxFour wrote: Bloodpetal wrote: I find that a bit of an eyeful to really enjoy. But, I think it's pretty sexy still. There may be a better way than just I.1, but it's a step in the right direction. And, I agree. When you start usin...
- by Bloodpetal - at 2012.08.15 20:48:00
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7. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
Kuehnelt wrote: If you want to make meta levels clear, just add them to the name as a version number, excluding T2 and faction. So, Heavy Modulated Pulse Energy Beam I. 4 ; Experimental 1MN Afterburner I. 3 ........ EDIT: !!! - right, that A...
- by Bloodpetal - at 2012.08.15 14:51:00
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8. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
CCP FoxFour wrote: So to be honest chances are we are not going to be changing the whole Upgraded, Limited, Experimental, Prototype thing. First because doing that would mean doing it to all modules in the game using that system, and two beca...
- by Bloodpetal - at 2012.08.14 15:28:00
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9. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
Syndic Thrass wrote: Bloodpetal wrote: I REALLY dislike the UPgraded, Limited, blah, blah. I REALLY dislike it a LOT. The reason is because then EVERYTHING sounds the same for meta level, and it really strips the soul out of it all. As we...
- by Bloodpetal - at 2012.08.14 15:09:00
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10. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
I REALLY dislike the UPgraded, Limited, blah, blah. I REALLY dislike it a LOT. The reason is because then EVERYTHING sounds the same for meta level, and it really strips the soul out of it all. As well the naming scheme is REALLY unhelpful in e...
- by Bloodpetal - at 2012.08.14 15:01:00
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11. Tooltip update today! - in Ships and Modules [original thread]
I think the tactical data of modules etc can be some dedicated part of the UI as said above (and I mentioned earlier in an image linked with it). It would keep the info in a consistent place, make it feel more like a HUD element, etc. The major ...
- by Bloodpetal - at 2012.08.10 13:23:00
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12. tech 3 frigates - in Ships and Modules [original thread]
CCP Ytterbium wrote: Oink! I see your Oink! and raise you a "COME ON!!!"
- by Bloodpetal - at 2012.07.23 14:55:00
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13. More Tech 3? - in Ships and Modules [original thread]
CCP Ytterbium wrote: Second, frigates are not really the best hull to base a tech 3 ship hull from. That's because tech 3 ships are, by nature, expensive to acquire, which conflicts with the frailty of a frigate as a whole. Frigates are suppos...
- by Bloodpetal - at 2012.06.07 13:21:00
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14. Titan changes - update - in Ships and Modules [original thread]
Rebecca Cole wrote: Yes you are correct in this aspect but if you want totaly realistic gun mechanics projectiles should not hit instantly. In this situation your fly only needs to fly 1m to the side in the 10 seconds the round takes to get to...
- by Bloodpetal - at 2012.04.16 14:10:00
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15. Command Bonuses - in Ships and Modules [original thread]
You can have an ongrid Loki Booster, you just need to have a reason to do it. The fact is as long as offgrid boosting is a possibility, there will not be a reason to bother with them outside of specific uses. The bigger issue is that Field Comma...
- by Bloodpetal - at 2012.03.20 16:29:00
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16. How is EWAR affected by Falloff? - in Ships and Modules [original thread]
Well, it's not very well documented. Also emphasizes the short range of a lot of ewar that should probably be better at longer range. Thanks for the answer. If anyone else can confirm from practical use. I can't say I've ever really seen this in...
- by Bloodpetal - at 2012.03.09 01:02:00
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17. How is EWAR affected by Falloff? - in Ships and Modules [original thread]
Does anyone quite know how an ewars Optimal and Falloff affects the outcome of applying Damps, Tracking Disruption, ECM? Looked around and couldn't find a good answer.
- by Bloodpetal - at 2012.03.09 00:51:00
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18. Please change the overheat animation - in Ships and Modules [original thread]
Colors : Blue when inactive (cool module) Yellow when activating (warming up) Green when Active (Go for Green) Red when stopping overheat. This isn't color blind friendly, either. But at least it acknowledge the issue. Also, telling "Green o...
- by Bloodpetal - at 2012.02.11 17:23:00
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19. Please change the overheat animation - in Ships and Modules [original thread]
I totally agree. i dealt with that earlier today.
- by Bloodpetal - at 2012.02.10 23:00:00
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20. TORNADO (pic released by CCP) - in Ships and Modules [original thread]
Sydney Nelson wrote: Yay! An upside-down, backwards-flying, Myrmidon! I think they picked the wrong design. Oh, well. What's done, is done, right? I'm excited to see what they do with it. One of the Devs made it sound like there would be one...
- by Bloodpetal - at 2011.10.17 21:18:00
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