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21. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
Thats not an productive post, i usually dont like it, but i need to post it. I see a pattern in CCP's behavior. 1. They create a feedback thread 2. Spread nonsense 3. Waiting for Feedback 4. Reading 5 Pages 5. Adjusting some Values 6. Call it fi...
- by Bucca Zerodyme - at 2013.05.04 16:50:00
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22. [Odyssey] Tech 1 Battleships - Caldari - in Player Features and Ideas Discussion [original thread]
I see a pattern in CCP's behavior. 1. They create a feedback thread 2. Spread nonsense 3. Waiting for Feedback 4. Reading 5 Pages 5. Adjusting some Values 6. Call it fixed and be pround, because CCP always listen to pilots 7. Never Look at that t...
- by Bucca Zerodyme - at 2013.05.04 16:44:00
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23. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
mynnna wrote: Or my original prediction back on page 2 ("Around 185m for Combat, 175m for Attack, 165m for Disruption, assuming jita buy price for minerals" which Ruby's numbers actually get very close to anyway for the most part) is a more ac...
- by Bucca Zerodyme - at 2013.05.04 13:54:00
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24. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
Trevor Voss wrote: Adapt or die. Things happen, things change. I would rather die, then adapt to bullshit
- by Bucca Zerodyme - at 2013.05.04 13:45:00
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25. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: No, but SOME devs were concerned that it was going to be too hard on players with less income. As a result we spent quite a bit of time talking about how quickly we wanted BS to be accessible, and we also looked into metrics ar...
- by Bucca Zerodyme - at 2013.05.04 13:34:00
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26. [Odyssey] Tech 1 Battleships - Caldari - in Player Features and Ideas Discussion [original thread]
Warde Guildencrantz wrote: after 28 pages I STILL haven't heard whether the thing that says the scorp has 110 base scan res on the first post is right or not. Is it a typo? Is it the scorp's new scanres? Because right now the scorp has 75 base...
- by Bucca Zerodyme - at 2013.05.04 11:42:00
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27. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Diesel47 wrote: Bouh Revetoile wrote: Jonas Sukarala wrote: intriguing changes i think people would be more likely to use them if you made them THE alpha damage platform ROF is less of an issue i think. They will be the best LR weapon...
- by Bucca Zerodyme - at 2013.05.04 11:35:00
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28. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Jezza McWaffle wrote: Guns dont get tracking in their highs why should missiles. Because missiles dont have tracking enhancer
- by Bucca Zerodyme - at 2013.05.04 11:33:00
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29. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Hello everyone! but we looked into some metrics around player wealth and income and found that EVE players are making money faster and faster, and even new players should have no trouble enduring the bump in cost. CCP Rise ...
- by Bucca Zerodyme - at 2013.05.03 22:51:00
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30. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Enya Sparhawk wrote: A curve that looks like this... A normal reduction in damage to start out with and then a below normal reduction for the last part... The idea being that the change in damage shouldn't be so severe at below 50% so that ...
- by Bucca Zerodyme - at 2013.05.03 22:38:00
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31. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: The primary goal of tiericide is to eliminate any explicit power difference between ships within a class. If the power within a class is more or less level across all ships (which it is after the rebalance), the price should als...
- by Bucca Zerodyme - at 2013.05.03 17:19:00
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32. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Nagarythe Tinurandir wrote: i guess you refer to something like the way the "chance to hit" looks like in falloff ? http://wiki.eveonline.com/en/wiki/File:Falloff.png if dmg applied vs signatur radius/ speed of target would look similar fo...
- by Bucca Zerodyme - at 2013.05.03 14:58:00
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33. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Itis Zhellin wrote: Also: 200 added power grid need for all Cruise Missile launchers Yay, extra dps ... but none do the math for the new grid needed to have all the launchers fited. If that's 200/launcher then some of us will have to remove...
- by Bucca Zerodyme - at 2013.05.03 10:18:00
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34. Missile Mechanics - in Player Features and Ideas Discussion [original thread]
I like your Idea, it sounds like a mine or remote bomb. My first thought is, that it wont work, because it doesnt make any sense, why would my missiles explode later? I like this idea for bombs more. I will think about your idea, will post later...
- by Bucca Zerodyme - at 2013.05.03 02:01:00
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35. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Enya Sparhawk wrote: Something that divides the curve into two parts, a curve representing the top part of 50% damage and an inverse of that curve representing the lower half... Please tell me someone understands what I am trying to say... (b...
- by Bucca Zerodyme - at 2013.05.02 22:55:00
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36. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Gimme more Cynos wrote: Nah, that's not what I'm doing. I guess all missile-users know where the flaw is. The point is, that you'ld need to figure out how much damage a missile should do against targets of various sizes and at various speeds ...
- by Bucca Zerodyme - at 2013.05.02 16:28:00
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37. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Antimatter Launcher wrote: you are kidding right ? 1. Tachyon Beams have a Far better Tracking then 425 Rails 2. Zero Reload Time 3. with T1 Crystals Zero Costs 2. Tachyon Beams can reach 1000 DPS with T1 Crystals on a Abaddon 3. Abaddon has...
- by Bucca Zerodyme - at 2013.05.02 16:03:00
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38. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Okay i promised someone to post some math. The calculation will be done without skills, except missiles, because they have 2 dmg application skills. Both dmg applications will be at 4. There are some Links to understand how Turrets work. http:...
- by Bucca Zerodyme - at 2013.05.02 02:13:00
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39. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Trolly McForumalt wrote: Uh... I never said anything like that... at all. I *was* saying that cruiser sized missile systems, including T2 variants like Rage, should do full damage to stationary cruiser-sized targets. Currently, they do not. T...
- by Bucca Zerodyme - at 2013.05.02 01:15:00
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40. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Kenshi Hanshin wrote: I agree with you on that damage calculation formula needs to be redressed. The issue that I am having is not knowing what the formula exactly is. If I don't know what it is, it is hard for me to correct it, mathematically...
- by Bucca Zerodyme - at 2013.05.02 01:11:00
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