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1. Stealth bomber effectiveness - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: Again, you're wrong, here's a video of 'goku fleet', a concept which uses bombers with tank/logis http://www.youtube.com/watch?v=SZNX4H53DVw This video has them beating a wolf fleet (frigates), for a ship that "can't ...
- by Capt Canada - at 2013.09.06 14:43:00
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2. Capital and T2 ship Blueprint Component Links - in Player Features and Ideas Discussion [original thread]
I don't know how complex an issue this would be coding wise but can only put the suggestion forward and see what happens. When looking at blueprints for Capital ships and subcap T2's, currently looking at "Bill of Materials" shows what materials ...
- by Capt Canada - at 2013.09.06 08:29:00
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3. Sticky:Dev Blog: U and I made some changes: Odyssey 1.1. UI changes - in EVE Information Portal [original thread]
Nice changes. I saw no mention and have not been able to try it out yet but am hoping the new "watch list" option for assigning drones carries over for assigning fighters ? If it does, thank you, if it doesn't can it..
- by Capt Canada - at 2013.09.06 03:30:00
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4. Sticky:Featured Fansite: Declarations of War - in EVE Information Portal [original thread]
Maybe an edited version without the useless 5 mins of shoutouts etc. Note for devs, Links to fansites are nice but linking fansites with current content would be even nicer. The most recent podcast is well outdated and not really a good advertise...
- by Capt Canada - at 2013.09.06 03:02:00
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5. Questions about faction warfare - in EVE General Discussion [original thread]
Just out of curiosity, what happens to Minmatar vs Amarr faction warfare once the final 6 systems fall to minmatar control. Current statistics show 70 systems, 7 stable under minmatar control, 5 contested and 1 vulnerable under Amarr control and ...
- by Capt Canada - at 2013.09.02 10:54:00
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6. Sticky:[Odyssey 1.1] Skill group name changes - in Player Features and Ideas Discussion [original thread]
This has probably been asked and answered but as there are multiple threads dealing with this and i don't want to have to read it all. Does the new placement of skills in groups also mean the attributes for their training will change?? I noticed ...
- by Capt Canada - at 2013.09.02 07:21:00
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7. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Capt Canada wrote: I would look to see what implants are in the clone you are fitting an arty munin with.. All 5's, No implants 5 X 720 1 X 800T2 plate, 1 X 10mn Experimental MWD = 1496 PG out of an available 1450. Th...
- by Capt Canada - at 2013.09.02 00:32:00
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8. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Capt Canada wrote: mynnna wrote: The presence of the bonus still doesn't force you to use the bonus, any more than it did in the first iteration. hth. That sort of logic really doesn't bode well, especially from ...
- by Capt Canada - at 2013.09.01 15:40:00
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9. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
mynnna wrote: Kagura Nikon wrote: Still worried on the shield boost bonus on a ship with only 4 mids. It bee lines the ship on a basic single fit. The sacriledge is much better. The cerberus.. I still fear might become too powerful with...
- by Capt Canada - at 2013.09.01 12:44:00
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10. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Cade Windstalker wrote: I'm not sure if it's worth 3 Battlecruisers as a solo ship but it's probably worth it if you've got a limited number of pilots with the skills to fit and fly the thing effectively, at leas...
- by Capt Canada - at 2013.08.28 13:21:00
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11. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: For a start you're wrong about the DPS, at least at the high end of the skill curve. With all 5s, Neutron 2s, and Antimatter (no other fittings or drones) the Ferox gets 310 and the Vulture gets 331. Not a huge DPS cha...
- by Capt Canada - at 2013.08.28 00:59:00
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12. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Honestly, I love the new Vulture. It has a grand total of 200 less shield HP than the Nighthawk which is a tiny different, and the Nighthawk needs the extra shields more anyway since it's more likely to engage at short...
- by Capt Canada - at 2013.08.26 14:23:00
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13. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Capt Canada wrote: I agree with you here but my question still stands as far as what is considered ongrid, will links be tied to a specific range? With grids as they are now, ongrid can vary greatly from system t...
- by Capt Canada - at 2013.08.24 12:06:00
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14. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: I read the entire thing, I said 'other thread' because I was confusing that for a different saved post that actually was from a different thread than the FaID thread it pertained to. Oops This is the relevant paragr...
- by Capt Canada - at 2013.08.24 11:14:00
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15. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Capt Canada wrote: Mournful Conciousness wrote: I am not necessarily proposing anything, just highlighting the fact that there are more options than warping/cynoing your fleet booster into weapons range of you...
- by Capt Canada - at 2013.08.24 09:51:00
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16. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Capt Canada wrote: Now you've opened the next can of worms can I run with it.. When off grid boosting is removed, what will constitute "offgrid" if you can land your boosters 250k from the fight (just out of a good ...
- by Capt Canada - at 2013.08.24 08:56:00
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17. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: I am not necessarily proposing anything, just highlighting the fact that there are more options than warping/cynoing your fleet booster into weapons range of your enemy. Another option is to put it on grid 250+ km ...
- by Capt Canada - at 2013.08.24 02:42:00
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18. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Goldensaver wrote: Capt Canada wrote: CCP Fozzie wrote: However in the long run, adding HP is not the solution to key ships being volleyed off the field. As EVE battles grow in numbers.. At the same time we are continuing to push more ...
- by Capt Canada - at 2013.08.20 12:15:00
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19. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Goldensaver wrote: Capt Canada wrote: CCP Fozzie wrote: However in the long run, adding HP is not the solution to key ships being volleyed off the field. As EVE battles grow in numbers.. At the same time we are continuing to push more ...
- by Capt Canada - at 2013.08.20 12:14:00
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20. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Jerick Ludhowe wrote: Capt Canada wrote: CCP Fozzie wrote: Another small set of changes based on what we're hearing from the Sisi feedback: Nighthawk: +100 PWG +10 CPU Sleipnir: +50 CPU Fozzie, if your really basing these small ch...
- by Capt Canada - at 2013.08.20 01:55:00
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