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1. Sticky:[March] Damage Control Tiericide - in Upcoming Feature and Change Feedback Center [original thread]
DC is still a little too strong. The problem i see is that it needs to be a really strong module or it wont ever get used, This is because its too 'general purpose'. If you lowered the shield and armor resists then in most cases a more specialise...
- by Chill'4 - at 2016.03.05 15:14:07
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2. Sticky:[March] Damage Control Tiericide - in Upcoming Feature and Change Feedback Center [original thread]
I predict the reactive armor hardener getting more use, one RAH with 1/2 EANM's will be a nice combo as long as you have the cap. Damage Control is still good and will continue to be used often.
- by Chill'4 - at 2016.02.17 16:57:29
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3. Long Range Agility Inhibiters, aka the slingshot module - in Player Features and Ideas Discussion [original thread]
Bobb Bobbington wrote: The thing is that this module would be a direct nerf to solo and small gang kiting. I disagree that this module would hurt solo/small gangs, I can see this being a useful tool for kiters, a less agile opponent has a har...
- by Chill'4 - at 2016.02.11 20:02:22
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4. Sticky:[March] Damage Module Tiericide - in Upcoming Feature and Change Feedback Center [original thread]
First
- by Chill'4 - at 2016.02.11 19:46:41
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5. Long Range Agility Inhibiters, aka the slingshot module - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Your issue with this balancing number will be the rather vast range discrepancy between kiter's engagement profile. If you can slingshot an orthrus with good timing, you will be able to make any ship turn like a barn... ...
- by Chill'4 - at 2016.02.10 22:10:01
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6. Long Range Agility Inhibiters, aka the slingshot module - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: How much would the agility factor be though? Too little and it's useless too much and it's overpowered. Exactly, i would'nt like to guess at a factor without numbers and testing, but i think good timing should be neccesar...
- by Chill'4 - at 2016.02.10 21:39:31
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7. Long Range Agility Inhibiters, aka the slingshot module - in Player Features and Ideas Discussion [original thread]
If it has been posted before my apologies. The basic idea is a module that has a negative affect on a ships agility but not its speed. Such a module would make it easier to 'slingshot' an enemy ship. In my mind it is a mid slot module with a r...
- by Chill'4 - at 2016.02.10 21:11:26
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8. Sticky:[March] Heavy Stasis Grapplers - in Upcoming Feature and Change Feedback Center [original thread]
This is a cool new module and plenty strong enough in its current proposed form, however id like to raise a couple things. Almost every Battleship will be silly not to fit one of these, so now we have less variation between fits. Also as most peo...
- by Chill'4 - at 2016.02.10 20:22:42
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