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1. Sticky:Asking for feedback on Certificate visibility - in Player Features and Ideas Discussion [original thread]
I say remove them completely. They don't add anything to the game. I remember when they first came out, the basic premise of them being a guide of what to train was ok, but being honest, if you can't discern what you need to train for a ship from...
- by Buzzmong - at 2013.05.04 17:15:00
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2. Sticky:[Odyssey] Attack Battlecruiser balance pass - in Player Features and Ideas Discussion [original thread]
Askulf Joringer wrote: The BS you compared them to have many other advantages that offset them in comparison. While you are correct that the attack BCs are gankier than many of the BS, it's also not fair to ignore the several advantages BS have...
- by Buzzmong - at 2013.04.14 12:51:00
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3. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
Hmm. I wonder if it's time to reconsider the change to the game that resulted in a nearly hard coded limit of 5x active drones. I think a dedicated drone boat using 10 active drones (restoring the old +1 Active Drone Per Level), could be very in...
- by Buzzmong - at 2013.04.13 15:03:00
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4. Sticky:[Odyssey] Attack Battlecruiser balance pass - in Player Features and Ideas Discussion [original thread]
Dear RIse and Fozzie, I know I've already posted on this thread saying the changes don't go far enough, but I thought you were just being gentle because you were against making big changes. Then you went and posted the big BS changes and you've...
- by Buzzmong - at 2013.04.13 14:52:00
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5. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
1) Apocalypse changes Apoc needs to keep it's 7500 cap amount. I remember the days it had 6000 and a 5% Per Level Cap Amount bonus, which due to being rubbish, was turned into the 7500 amount we see today. It's a good value, especially with t...
- by Buzzmong - at 2013.04.13 14:38:00
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6. Sticky:[Odyssey] Navy Battlecruisers - in Player Features and Ideas Discussion [original thread]
I don't understand the dev team's logic for introducing Navy BC's. Anytime players have put forward ideas or requests for them, it's always been met with: "Adding new ships for the sake of adding new ships is wrong, they need to have a defined r...
- by Buzzmong - at 2013.04.13 14:26:00
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7. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
I disagree with this change Fozzie and Rise. Lasers were meant to be more powerful on the DPS front, have instant ammo change and have great optimal to go with that, but have large trade offs via near non existant falloff and okish tracking and b...
- by Buzzmong - at 2013.04.13 14:22:00
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8. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
Dear Fozzie and Rise, I think you've made a mistake with your thought process on the Dominix. CCP Rise, you said earlier on you expect the Domi to continue to use Hybrids despite losing the turret bonus. You are incorrect as you've forgotten th...
- by Buzzmong - at 2013.04.13 14:16:00
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9. A nerf to the Warp Core Stabilizers - in Player Features and Ideas Discussion [original thread]
Woah, a "nerf WCS" thread. It's like I've stepped back to ~2006.
- by Buzzmong - at 2013.04.02 00:01:00
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10. 250km hardcoded max range - in Player Features and Ideas Discussion [original thread]
Nariya Kentaya wrote: Didnt it used to be infinite "max lock" distance? they canged it to 250km a long while back i thought Indeed, the only max lock range was based upon ship stats, not a hardcoded game value. It was sort of pointless thou...
- by Buzzmong - at 2013.03.28 19:01:00
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11. Sticky:[Odyssey] Attack Battlecruiser balance pass - in Player Features and Ideas Discussion [original thread]
Sorry CCP Rise, but no, these aren't good changes as they do nothing to address the fact the Attack BC's obsolete pretty much all the gun focused BS's. This is one time when you really need to go back to the drawing board with the entire lineup. ...
- by Buzzmong - at 2013.03.28 17:30:00
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12. Sticky:[Odyssey] Faction Navy Cruisers - in Player Features and Ideas Discussion [original thread]
Crikey, the Navy ships are going to be a bit good aren't they?
- by Buzzmong - at 2013.03.28 10:07:00
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13. Remove High-Sec Belts and replace with Roaming Grav Sites - in Player Features and Ideas Discussion [original thread]
I thought there were workings going on internally at CCP to move the entire belt system into a ring mining system?
- by Buzzmong - at 2013.03.28 09:59:00
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14. Ship Hangar Icon Indicating Ship is Illegally Fit - in Player Features and Ideas Discussion [original thread]
Er, isn't there a pop up when you jump into the ship that it's got illegal modules? If not, there should be. It does give you a nice red icon in the fitting window though, and I presume you (like a sensible person) check your fittings before you...
- by Buzzmong - at 2013.03.28 09:56:00
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15. Introducing myself and asking for help with balance! - in Player Features and Ideas Discussion [original thread]
With regards to BS's, to start all that's needed is a baseline being picked for HP and slot counts (say, the Tier 2) as the tier 1's do come up lacking and the tier 3 being a little bit too good, and then each ship being adjusted accordingly for r...
- by Buzzmong - at 2013.03.21 16:10:00
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16. Navy Intelligence - in Player Features and Ideas Discussion [original thread]
On the mention of security status and the various navies, I'm still quite fond of the idea that the navies should be on both sides of the low sec/high sec gate systems. Mostly in order to make going into low sec seem like less of the massive bric...
- by Buzzmong - at 2013.01.19 17:34:00
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17. Turning hot drops into warm drops (or Cyno mechanics) - in Player Features and Ideas Discussion [original thread]
Really, I think that a spool up period for jumping is the best bet to help stop hot drops. After all, I suspect it's easy to add to the game codewise, Armour Reps already essentially do the same thing by working at the end of their cycle. Bonus ...
- by Buzzmong - at 2012.02.15 16:28:00
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18. Battleships and newbs. - in Player Features and Ideas Discussion [original thread]
You know, when CCP removed the Learning Skills, there was one stand out issue they never addressed: They were excellent poo filters/buffers. Simply because they forced people to wait and learn patience before going off into the wider world of EV...
- by Buzzmong - at 2012.02.15 16:20:00
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19. Megapulse Lasers still look like ****! (here we go again...) - in Player Features and Ideas Discussion [original thread]
You do realise if you actually rotate your camera around, megapulse do look pretty awesome don't you? I think there's an issue with the sprites being shrunk when looked at from certain angles, specifically from behind.
- by Buzzmong - at 2011.11.27 18:16:00
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20. New skill book, cargohold maximization - in Player Features and Ideas Discussion [original thread]
Lady Spank wrote: Eve needs more mandatory to V skills for PVP. Lady Spank beat me to it. Not only is this not in F&I, it's not a good idea.
- by Buzzmong - at 2011.11.27 14:04:00
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