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121. showing up on local has to be removed - in EVE General Discussion [original thread]
Anyway local is a terrible easy mode mechanic. It makes intel gathering need 0 effort and solo pvp ****. If these big groups have so much coordination why not have one member watch the gates cloaked?
- by Commander Ted - at 2013.08.14 10:07:00
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122. showing up on local has to be removed - in EVE General Discussion [original thread]
SmokinDank wrote: How does one add to the topic? By agreeing? Yeah that's a great discussion. Dammit why do I let this loser keep trolling me? Just saying no isnt adding to the topic
- by Commander Ted - at 2013.08.14 10:05:00
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123. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
Lame, to small to matter. I don't care much about using clones for fast travel but I would like the ability to change out the implants in my head more easily.
- by Commander Ted - at 2013.08.05 18:13:00
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124. Yulai, can we have it back please? - in Player Features and Ideas Discussion [original thread]
Ines Tegator wrote: People who refer to highsec as trivial don't understand why people live there. It's not because it's easy; it's because it's predictable. Some people just prefer that kind of game. Moving the hub more centrally won't change...
- by Commander Ted - at 2013.08.04 00:35:00
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125. Yulai, can we have it back please? - in Player Features and Ideas Discussion [original thread]
This will change nothing except make life in hisec more trivial than it already is. People will still flock to one system for trade, it might be JIta or it might be Yulai. Also the populations excluding trade hubs in the four empires are already c...
- by Commander Ted - at 2013.08.03 22:03:00
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126. Yulai, can we have it back please? - in Player Features and Ideas Discussion [original thread]
Ines Tegator wrote: Rowells wrote: sure, why not What this guy said. Mix things up, watch the chat bots cry. watch chat bots just move somewhere else.
- by Commander Ted - at 2013.08.03 21:58:00
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127. Sticky:[Odyssey 1.1] Alliance Tournament XI Prize Ships - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Garviel Tarrant wrote: Quote: +10 Virus Strength to Relic and Data Analyzers Most useless bonus EVER. I know you just did the whole hacking thing and its kinda cool. But if you can afford to undock a Chremoas you're ...
- by Commander Ted - at 2013.08.01 12:55:00
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128. Possible temporary band-aid fix for links - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: So instead of 'OP solo links' (Which is an Oxymoron to begin with since it's not solo if you are getting links), you instead propose to make sure that larger gangs always have full links.... The reverse is by far the more s...
- by Commander Ted - at 2013.08.01 12:30:00
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129. Sticky:[Odyssey 1.1] Alliance Tournament XI Prize Ships - in Player Features and Ideas Discussion [original thread]
Underpowered, they need to be able to fit a doomsday
- by Commander Ted - at 2013.08.01 12:27:00
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130. Possible temporary band-aid fix for links - in Player Features and Ideas Discussion [original thread]
Feledain wrote: Riiiight And why exactly do we need something like this? because links are OP as **** unless you also have links? Links are OP in a solo setting and are almost uncounterable?
- by Commander Ted - at 2013.08.01 01:50:00
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131. Possible temporary band-aid fix for links - in Player Features and Ideas Discussion [original thread]
Make it so that links scale in power to fleet size. 2 fleet members= 10% link effect 3 =20% 4=30% 5=40% 6=50% 7=60% and so on until you have 11 people in fleet and system receiving boosts. This isn't a fix but a band aid to curb the number of peo...
- by Commander Ted - at 2013.08.01 00:51:00
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132. Yulai, can we have it back please? - in Player Features and Ideas Discussion [original thread]
Asuka Solo wrote: So by your logic, creating more opportunities for PvP, making it more accessible and easier to get into will kill PvP? wtf are you talking about
- by Commander Ted - at 2013.07.29 05:55:00
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133. Redesign of ECM Jammers - in Player Features and Ideas Discussion [original thread]
Zan Shiro wrote: words ECM in its current state shuts down ALL ranges. 2 racial jammers and your battlecruiser or lower is ****** unless you fit for eccm/bought implants. You also forget that instead of having a falcon that is 100km away th...
- by Commander Ted - at 2013.07.29 05:11:00
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134. ECM: OP or not, it does not belong. - in Ships and Modules [original thread]
I posted an idea on how to make ECM better https://forums.eveonline.com/default.aspx?g=posts&t=263600&find=unread I think it should be made to be the opposite of sensor damps. It prevents you from locking people close to you, i go into ...
- by Commander Ted - at 2013.07.29 03:16:00
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135. Yulai, can we have it back please? - in Player Features and Ideas Discussion [original thread]
we should do the exact opposite of what you suggest and make it even harder to get around hisec, because making things easier cheapens the experience. Look at the idea in my signature
- by Commander Ted - at 2013.07.29 02:34:00
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136. Redesign of ECM Jammers - in Player Features and Ideas Discussion [original thread]
ECM mechanics as is aren't as good as they could be. For the person having them used on them they simply prevent them from playing. No player skill or tactics is used to counter them other than the appropriate equipment, friends, or implants when ...
- by Commander Ted - at 2013.07.29 01:52:00
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137. The Marauder that attacks! - in Player Features and Ideas Discussion [original thread]
Marauders should be the ultimate solo pvp boat. I propose giving them a SICK local rep bonus (60%?) at the cost of really bad resists.
- by Commander Ted - at 2013.07.15 21:37:00
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138. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
Zlake wrote: What would be nice if lvl 1-3 pirate agents were added. Have them be agents in space and turning in and requesting missions would have to be face to face. Would make just doing them risky and should help add some life to all the lo...
- by Commander Ted - at 2013.07.15 07:34:00
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139. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
also, 20k views!
- by Commander Ted - at 2013.07.14 19:03:00
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140. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
Zappity wrote: You tell me because I'm struggling to see the validity of this gate camper's wet dream. Sure, opportunities would be created but you would only be able to capitalise on them in any meaningful way with enormous infrastructure ...
- by Commander Ted - at 2013.07.14 19:02:00
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