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141. Remove Titans & Superscarriers - in Player Features and Ideas Discussion [original thread]
If you could use supers without being under threat of being dropped on by someone with MORE supers then I don't think it would be that big of a deal. Make supers use stargates and reduce there align time by a lot. Also make titan jump bridges wo...
- by Commander Ted - at 2013.07.12 16:03:00
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142. Bullshit Linked Condors and Hookbills plus Damps - in Player Features and Ideas Discussion [original thread]
learn 2 play scrub and buy your own links as CCP intended.
- by Commander Ted - at 2013.07.12 15:27:00
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143. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
Erutpar Ambient wrote: Ooo added support. Me likey. I do wonder why fozzie did acknowledge his presense but hasn't said anything about the content of this thread. NDA? Maybe we're going to get this! Maybe we'll get changed personal security...
- by Commander Ted - at 2013.07.11 20:21:00
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144. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
Zappity wrote: Supported as long as gate camps are nerfed. What about CONCORD at lowsec gates but nowhere else in the system? then what is the point of this.
- by Commander Ted - at 2013.07.11 15:30:00
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145. Triple Monitor Aspect Ratio / Horizontal FOV - in Player Features and Ideas Discussion [original thread]
Riktor Voshek wrote: But, but... I only want one Scrub, ya need at least 2.
- by Commander Ted - at 2013.07.11 05:02:00
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146. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
Brujo Loco wrote: stuff When you say Islands I am not entirely sure what you mean. Are you talking like 10-20 little areas or what I am talking about? You can't break up Hi-sec TO much or else you really would have large price hikes acros...
- by Commander Ted - at 2013.07.10 18:58:00
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147. Separate all 4 empires and make hauling/true piracy fun. - in Player Features and Ideas Discussion [original thread]
Mike Voidstar wrote: Why would markets run out of control? This is one of your intended consequences, market pressure to get haulers into lowsec. Attempting to force all trade through relatively tiny blockade runners or the crapshoot that are w...
- by Commander Ted - at 2013.07.09 01:31:00
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148. Is it time to admit webs were overnerfed? - in Ships and Modules [original thread]
Muad 'dib wrote: why shouldnt a web = a web ?!?!?!?!?! webs work for cruiser and BC, but for BS or frigates they are underwhelming and combine a cross size difference its basically a waste of a slot in most cases. i love the pirate ships wi...
- by Commander Ted - at 2013.07.08 20:21:00
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149. Is it time to admit webs were overnerfed? - in Ships and Modules [original thread]
Muad 'dib wrote: why are you assuming the only thing on the field for either side with tackle at any time is a boosted rapier/arazu. I am not, I am simply pointing out that your change will leave you with omgwtfbbq tacklers from 100km away...
- by Commander Ted - at 2013.07.08 19:47:00
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150. The Boredom that is mining... - in Player Features and Ideas Discussion [original thread]
I always thought mining should be like PI. Map an asteroid and select the optimal locations for ore extraction until you get what you want and the roid is a dessicated shell. Lot less pointless clicking while still holding your attention, and it...
- by Commander Ted - at 2013.07.08 19:34:00
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151. Is it time to admit webs were overnerfed? - in Ships and Modules [original thread]
Muad 'dib wrote: nah cant do that, by the same rational falcons jam themselves HOWEVER being more susceptible to them.... that i like.. Every web you have active makes any web on you Xx and strong .....same as if: every time a falcon jams i...
- by Commander Ted - at 2013.07.08 19:08:00
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152. Is it time to admit webs were overnerfed? - in Ships and Modules [original thread]
What if some webs had there strength boosted and slowed down both the webber and webee? 90% speed reduction to the target and 60% speed reduction to the user? Now if your a slower ship you can stop a fast ship but at the cost of your own speed? I...
- by Commander Ted - at 2013.07.08 18:55:00
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153. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: If you make the things able to pop BS with ease, then no-one will ever use regular bombs again, they'll just drop these at 0 on a hostile fleet and laugh. If they only last 15 minutes then they're no use for camping any...
- by Commander Ted - at 2013.07.08 16:19:00
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154. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: i know they are cloaky .. nevermind ... also it wouldn't be hard to surround a fleet with these with the ability to just sneak around them being cloaked would make it very easy So? You have 5 seconds to kill the bombers...
- by Commander Ted - at 2013.07.08 16:07:00
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155. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: But if only two mines can hit a ship, since they'll just explode harmlessly if more than that go off, battleships can just ignore them and anything else can either go around or just turn off thier MWD. i am unsure about ...
- by Commander Ted - at 2013.07.08 16:01:00
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156. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: no to mines being deployed via a bomb launcher .. besides the name indicating why :) cloaky stealth bombers would be OP they would just appear and lay a massive line of bombs without the risks of using normal bombs. Also as...
- by Commander Ted - at 2013.07.08 16:00:00
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157. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Another idea, make the launcher for use on a new ship class, a frigate that can use cruise missiles instead of torpedoes. I am also unsure about the mines damaging each other, being able to stack a whole bunch of mines on top of each other would...
- by Commander Ted - at 2013.07.08 15:57:00
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158. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Icarus Able wrote: I like the idea. The pod killing seems a bit OP though. But yeh some restriction on gates would be needed otherwise gate camps would be a ***** Well I figured it made sense since people will just throw frigates into these ...
- by Commander Ted - at 2013.07.08 15:27:00
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159. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Broxus Maximas wrote: Will make for some very nasty gate camps. perhaps gates will set off the mines if they are within 60km?
- by Commander Ted - at 2013.07.08 14:59:00
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160. Stealth bomber mines - in Player Features and Ideas Discussion [original thread]
Mines cause lag and are buggy. But I have an idea for a different mine. A module with the same fitting requirements as a bomb launcher that would launch bombs that lack propulsion systems. They do the same damage as bombs and have 30km range and...
- by Commander Ted - at 2013.07.08 14:42:00
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