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1. Dreads and Nuets wtf? - in Ships and Modules [original thread]
Vilnius Zar wrote: No, a capital sized cap booster would create more problems than you realise as it effectively means caps can jump around MUCH faster. We need LESS projected power from capitals, not more. you mean like capitals have alrea...
- by Bubanni - at 2013.01.13 10:15:00
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2. The Final Fix to ECM - in Ships and Modules [original thread]
I like the idea, but would this mean that a falcon can never again get away when tackled? or should it break lock, but be relockable while jamming?
- by Bubanni - at 2013.01.13 10:10:00
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3. The Tornado is addicting as a sniper - in Ships and Modules [original thread]
come to 319 with your tornado, I will let you shoot at my interceptor
- by Bubanni - at 2012.08.21 10:26:00
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4. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
FoxFour, what if meta number was added to item icons? :) + your suggested name changes? no one would ever be in doubt about what is better than what...?
- by Bubanni - at 2012.08.14 16:13:00
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5. How to make Gallente Black Ops (Sin) a ship people actually want to use - in Ships and Modules [original thread]
Sin has less agility compared to a domi while having an agility per level... that's not that great a design move
- by Bubanni - at 2012.08.09 22:07:00
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6. MOM Changes? - in Ships and Modules [original thread]
Griznatch wrote: America! **** yeah! Danmark! **** ja!
- by Bubanni - at 2012.08.09 21:39:00
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7. Eve EHP vs EFT/PYFA EHP? - in Ships and Modules [original thread]
Jerick Ludhowe wrote: Saile Litestrider wrote: From what I've heard, the in-game EHP calculation is based only on your weakest resist. This is simply not true and can easily be proven wrong by adding specific resist modules that do not...
- by Bubanni - at 2012.07.21 14:38:00
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8. Blasters, 8 months later - in Ships and Modules [original thread]
I think blasters are fine at the moment, plenty of dps when it can be applied... only one thing :P the ships flying them, they could still use some looking at (not the windicator ofc)
- by Bubanni - at 2012.07.17 02:08:00
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9. Inferno Armour Repairer? - in Ships and Modules [original thread]
I have idea for the new reactive armor mod... make it give a armor regen also... it uses cap anyway so it won't be passive... make it a % of total armor, but don't allow it on capital ships...(don't say it will be overpowered, because that really ...
- by Bubanni - at 2012.07.16 22:09:00
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10. Minmatar vs Blood Raider ship - in Ships and Modules [original thread]
Sam Seama wrote: tried the tempest with 3 gyros and 3 tracking computers, a bit hard to tank, better on damage I deal tho. I'll raise money and go for a shielded maelstrom, see how that goes. [Maelstrom, Maelstrom 3] 800mm Repeating Artiller...
- by Bubanni - at 2012.05.02 07:38:00
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11. Titan changes - update - in Ships and Modules [original thread]
CCP Greyscale wrote: CynoNet Two wrote: Hi Greyscale! After some testing we've found that dictors are still hilariously vulnerable to being picked off, especially since the tracking and target painter situations are unchanged. Current super...
- by Bubanni - at 2012.04.18 14:15:00
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12. Titan changes - update - in Ships and Modules [original thread]
CCP Greyscale wrote: So: - The reason I'm asking about whether the x-instinct/halo setup is an actual problem is that, while it's often the case that EVE players will abuse any mechanical loopholes to the fullest extent possible, it's not alwa...
- by Bubanni - at 2012.04.17 13:34:00
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13. Titan changes - update - in Ships and Modules [original thread]
Bubanni wrote: Greyscale, just make sure you look at lowest possible signature of capital ships... :) before setting the damage reduction in stone as people will no doubt start to use such to reduce damage alot vs titans (and dreads?) It's pos...
- by Bubanni - at 2012.04.16 18:24:00
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14. Titan changes - update - in Ships and Modules [original thread]
Greyscale, just make sure you look at lowest possible signature of capital ships... :) before setting the damage reduction in stone as people will no doubt start to use such to reduce damage alot vs titans (and dreads?) It's possible to get a Nid...
- by Bubanni - at 2012.04.16 18:19:00
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15. Titan changes - update - in Ships and Modules [original thread]
Chitsa Jason wrote: Wspace will see a huge problem with such a nerf as right now Dreads are used in PVE and sub cap PVP as well. They make great targets for organized gangs. After this nerf noone will use them except for POS bashing. /me angr...
- by Bubanni - at 2012.04.16 17:24:00
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16. Titan changes - update - in Ships and Modules [original thread]
CCP Greyscale wrote: OK, so the approach we're currently considering is: - Probably keep the lock count reduction on general principles - Introduce an attribute that lets us scale turret damage based on raw unmodified sig radius, and set this ...
- by Bubanni - at 2012.04.03 18:35:00
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17. Titan changes - update - in Ships and Modules [original thread]
CCP Greyscale wrote: steave435 wrote: CCP Greyscale wrote: CynoNet Two wrote: CCP Greyscale wrote: I see what you're getting at, I think. Can this not be mitigated by just adjusting the falloff formula*, alongside potentially adjust...
- by Bubanni - at 2012.03.31 10:07:00
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18. Titan changes - update - in Ships and Modules [original thread]
Quote: not sig-based damage reductions Sig-based damage reduction really is the best solution you could give... the best balance... it would also improve the rest of eve... balanceing the way frigs are currently being instantly killed by bat...
- by Bubanni - at 2012.03.30 10:43:00
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19. Titan changes - update - in Ships and Modules [original thread]
:D I have an idea for fixing capital the problem with titan tracking... increase the signature resolution of capital turrets... or as you talked about yourself, change turret mechanics so signature of target vs signature resolution of turrets hav...
- by Bubanni - at 2012.03.30 10:34:00
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20. Transracial crosstraining. Buffed rewards pls. - in Ships and Modules [original thread]
I wouldn't mind some new ships that aren't pirate faction ships, but require more than 1 race, maybe even 3 or 4 races to fly, but does not require level 5 of each race... something that isn't more expensive than a t2 ship, but at the same time is...
- by Bubanni - at 2012.03.16 07:59:00
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