Pages: [1] 2 3 4 5 6 7 8 9 10 |
1. Make "prefired" modules server side. (fix minimum 3 second... - in Player Features and Ideas Discussion [original thread]
Thron Legacy wrote: Bubanni wrote: Back then I suggested makeing modules that have been activated before locking a target, server sided... To make the modules activate the same server tick as you would get lock on the target. I have also sug...
- by Bubanni - at 2015.09.18 15:52:42
|
2. Make "prefired" modules server side. (fix minimum 3 second... - in Player Features and Ideas Discussion [original thread]
Hey CCP, I have returned to the game... Back 4 years ago, I started complaining about modules activating 1 whole second after locking targets, making anything that could warp in less than 2 seconds technically impossible to catch. (1 sec to lock, ...
- by Bubanni - at 2015.09.18 15:12:41
|
3. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey everyone. As most of you know, we are introducing the first four of our new Mobile Structures in the upcoming Rubicon expansion: the Mobile Depot, Mobile Tractor Unit, Mobile Cynosural Inhibitor, and Mobile Siphon Unit. Th...
- by Bubanni - at 2013.11.13 12:37:00
|
4. get rid of the tier 3 bc !!!!!!!!!!! - in Player Features and Ideas Discussion [original thread]
tier 3 ships are my favorite ship to come across when I roam :) so easy to tackle and hold, even solo with my frig, but in large gangs they are evil for their price vs other gangs
- by Bubanni - at 2013.10.25 07:18:00
|
5. 2Hz server ticks after Rubicon pls? :) - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: That has a drawback besides server perfroamnce. IT helps peopel with good ping more than peopel that live on other side of world and have a ping over 500ms. 1 HZ is fine as of now. THe only thing that would change is that...
- by Bubanni - at 2013.10.24 11:04:00
|
6. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Hannott Thanos wrote: Bubanni wrote: EVE would really benefit from a 2hz tick rate....so many areas of the game would feel much smoother... You would also effectively cut the pop cap in every system in two as you double the strain on the...
- by Bubanni - at 2013.10.24 10:48:00
|
7. 2Hz server ticks after Rubicon pls? :) - in Player Features and Ideas Discussion [original thread]
One of the reasons I think it is becoming important to increase the tick rate to 2hz now is because of the new warp mechanics, with insane warp acceleration, people will land before grids even load... instantly appearing in fast ships, no warning....
- by Bubanni - at 2013.10.24 09:09:00
|
8. 2Hz server ticks after Rubicon pls? :) - in Player Features and Ideas Discussion [original thread]
Hi CCP, I know your worried about lag with 2Hz ticks, and that the servers wont be able to keep up.... but maybe it's time to experiment some with 2Hz ticks on the test server? to see how bad it actually is? I think the game would be much better w...
- by Bubanni - at 2013.10.24 08:24:00
|
9. remove 250KM targeting limitaion - in Player Features and Ideas Discussion [original thread]
Ager Agemo wrote: personally I would love if both grids and the server ticks were increased to 500km and 2hz. That would be awesome.... honestly, grids on gates, stations and any other object really should be premade to avoid siturations whe...
- by Bubanni - at 2013.10.24 08:09:00
|
10. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
seth Hendar wrote: Bouh Revetoile wrote: Teth Razor wrote: And no! Remote sebo'd ships will not catch intys due to module delay. To catch a inty, even with a insta lock, you need 1 sec for the server tick to apply the warp disrupter. 99% ...
- by Bubanni - at 2013.10.24 07:53:00
|
11. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: Harvey James wrote: Also Ytterbium -have you considered replacing TP bonus on golem for an explosion radius bonus??? Ah yes, forgot to address that in the previous post . Yes, we did - it all comes down to this: ...
- by Bubanni - at 2013.10.16 16:36:00
|
12. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Well the lock range is getting there... Sad that you only wanted to give 4km to the stiletto... But oh well, you seem to stand your ground on not making them greater at their role of tackle without having to put on lock range modifers...
- by Bubanni - at 2013.10.15 16:58:00
|
13. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
CCP Fozzie, can you expand on your thoughts about our overall concern... that we all basicly want more lock range (besides the few who don't see the point, because they like fitting sebos and ionic rigs or signal amps to make their fit work at all)
- by Bubanni - at 2013.10.11 12:04:00
|
14. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Peaceful Surrender wrote: Junko Sideswipe wrote: It's all about MR CROW I for one welcome our new MR CROW overlord. I was bored of Stilettos anyway. I wonder what Bubanni will do. I will actually stick with the stiletto since ...
- by Bubanni - at 2013.10.08 23:27:00
|
15. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Stiletto needs a little more PG, and lock range (probably not the only ceptor that does)
- by Bubanni - at 2013.10.07 22:39:00
|
16. Sticky:[Rubicon] Warp Speed and Acceleration - in Player Features and Ideas Discussion [original thread]
Warde Guildencrantz wrote: it would be awesome if pirate omegas had their own slot... Yeah, that's why I asked if it could get a different slot, because I fly with pirate omega, but wish I could also use a warp speed implant hehe
- by Bubanni - at 2013.10.07 14:04:00
|
17. Sticky:[Rubicon] Warp Speed and Acceleration - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: ZoraTestra wrote: Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants? Those will continue to work in the same way as before, but will now be useful since the attribute they affect will ...
- by Bubanni - at 2013.10.07 13:55:00
|
18. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Fozzie, just to throw another idea out there.... since your buffing the range of EAF ships (specificly the point range up to 20% per level) ;D why not give the fleet interceptors 10% per level instead of 5%? (+ more lock range)
- by Bubanni - at 2013.10.05 15:58:00
|
19. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
I also have one more feedback... I don't think combat interceptors should have the bubble immunity :) but that's just my opinion, the fleet tacklers are fine with it.
- by Bubanni - at 2013.10.02 19:10:00
|
20. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Lock range has always been my only problem with the basestats of the interceptors if you ask me, all the fleet tackler interceptors should have 30-32.5km lock range as base, while all the combat interceptors should have 22.5-25km base lock range....
- by Bubanni - at 2013.10.02 17:51:00
|
Pages: [1] 2 3 4 5 6 7 8 9 10 |
First page | Previous page | Next page | Last page |