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41. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Adriana Nolen wrote: Make them ewar immune like supers & increase hangar bay by to 75k. why dotn you ask them to be able to cyno jump with a range of 100 ly and warp at 500 au/s while you are at the dreamland of a...
- by CynoNet Two - at 2014.05.18 13:22:00
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42. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
I'd love to hear from Fozzie why the bubble immunity idea wasn't picked. It's something that's floated around for a while as a way to help fix DSTs, and really this is the best balanced ship to get it. It doesn't align quickly like an interceptor,...
- by CynoNet Two - at 2014.05.18 11:45:00
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43. Sticky:[Kronos] Blockade Runner Rebalance - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: seems excessive .. inty speed almost on a cruiser hull?? .. i suggest a look at the angel ships for a more reasonable figure How many people do you think will train Transport Ships 5 to get that? Most will only have it t...
- by CynoNet Two - at 2014.05.17 20:17:00
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44. Sticky:[Kronos] Blockade Runner Rebalance - in Player Features and Ideas Discussion [original thread]
When a ship doesn't really use damage or tank, distinguishing the different races is tough. While these balance changes are looking good, we basically have 4 copies of the same ship. To better individualise them, how about a small dedicated speci...
- by CynoNet Two - at 2014.05.17 20:15:00
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45. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
Tippia wrote: it currently looks like downgrading to a freighter will be the best move, and as a bonus, that frees up a lot of capital. Not when everyone else is selling off JFs :) Shinnan Krydu wrote: 8 accounts logging off. And this ...
- by CynoNet Two - at 2014.05.17 18:58:00
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46. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
If that 1k cargo remains as-is, cargo rigs for DSTs should really be unplugged by this patch... or at least upgraded to affect fleet hangars too.
- by CynoNet Two - at 2014.05.17 17:50:00
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47. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
A bonus to either MJD spoolup or agility makes much more sense on DSTs than a velocity bonus does, just sayin'
- by CynoNet Two - at 2014.05.17 17:14:00
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48. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
Michael Harari wrote: CynoNet Two wrote: The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k? If the additional WCS role bon...
- by CynoNet Two - at 2014.05.17 17:06:00
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49. Sticky:[Kronos] Deep Space Transport Rebalance - in Player Features and Ideas Discussion [original thread]
The weedy cargo means DSTs can no longer handle starbase mods - you can't scoop / launch them from a fleet hangar. What about a slightly bigger base cargo, around 3-4k? If the additional WCS role bonus doesn't protect the MJD, these things aren't...
- by CynoNet Two - at 2014.05.17 16:55:00
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50. Sticky:[Kronos] Freighters and Jump Freighters Rebalance - in Player Features and Ideas Discussion [original thread]
Why are jump freighters with T1 cargo rigs worse off than now? Even T2 rigs only gives a very small improvement. How come the fairly pointless speed bonus on T1 freighters was left, rather being replaced with something more useful like agility or...
- by CynoNet Two - at 2014.05.17 16:34:00
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51. Sticky:Dev Blog: Delivering The Industry New Eden Deserves! - in EVE Information Portal [original thread]
Dibble Dabble wrote: Do you have to do it 100 times. I think we know already goons like the changes, that's what happens when you have a goon infested CSM and dev infested goons. Please allow others to express their option without cut and pas...
- by CynoNet Two - at 2014.05.14 07:56:00
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52. Sticky:Dev Blog: Delivering The Industry New Eden Deserves! - in EVE Information Portal [original thread]
Altrue wrote: Did starbase refining changes really had to be delayed too ? I mean making the refineries useful and instantaeous isn't really an "industry change" point :D Refineries link directly into the new industry code, so yeah they are ...
- by CynoNet Two - at 2014.05.13 07:48:00
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53. Sticky:Dev Blog: Delivering The Industry New Eden Deserves! - in EVE Information Portal [original thread]
Lyn Fel wrote: CCP Fozzie wrote: Kenneth Feld wrote: Freighter and Jump Freighter rebalancing - Kinda industry, but also ship rabalancing... Kronos or Crius?? Kronos. All of the previously announced ship and module balancing is still ...
- by CynoNet Two - at 2014.05.13 07:47:00
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54. Sticky:[Summer 2014] Starbase tweaks - in Player Features and Ideas Discussion [original thread]
thetwilitehour wrote: Buff the guns scanres by 200% per level of anchoring. A) Anyone with SDM trained can control up to 8 guns (F1-F8, like mods). B) Anchoring makes guns lock faster by 10% per level (up to 50% lock time) C) SDM improves we...
- by CynoNet Two - at 2014.05.07 21:29:00
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55. Nerf Carrier jump range or buff all others - in Player Features and Ideas Discussion [original thread]
zen zubon wrote: nurf them all to half distance, with high fuel cost. I want to see the large empires struggle to maintain with reduced reaction time. Make it so they either can't or won't be able to respond to attacks from Tenal to delve in a ...
- by CynoNet Two - at 2014.05.07 17:59:00
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56. Sticky:[Summer 2014] Starbase tweaks - in Player Features and Ideas Discussion [original thread]
remco1 wrote: guess people who trained anchoring 5 for posguns get skillpoints back then ?? Spectre Wraith wrote: Can those of us who trained Anchoring V (twice, ugh) expect something for our time investment in that skill? Flyinghotp...
- by CynoNet Two - at 2014.05.07 16:03:00
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57. Sticky:[Summer 2014] Starbase tweaks - in Player Features and Ideas Discussion [original thread]
Oxide Ammar wrote: CCP Ytterbium, me and behalf all industrialist we are thanking you all for hard work you are doing for the industrial aspect of this game...but I have question that is killing me and I wish you to answer it. CCP already state...
- by CynoNet Two - at 2014.05.06 13:01:00
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58. Sticky:[Summer 2014] Starbase tweaks - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: Echo Mande wrote: Will missile sentries get looked at (CPU use dropped to 0)? They really need it. I can talk with Fozzie regarding CPU requirements on missile batteries when he's around. Is there any word on a pro...
- by CynoNet Two - at 2014.05.06 12:00:00
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59. Sticky:[Summer 2014] Starbase tweaks - in Player Features and Ideas Discussion [original thread]
In related matters... What happened to the rebalance of starbase weapons mentioned last year? This is a similarly low impact project to tweak weapon stats that have remained the same for almost a decade , since Dreads had less hitpoints than ...
- by CynoNet Two - at 2014.05.05 17:21:00
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60. Dev Blog: CSM8 Elections GÇô Schedule and Election Process - in EVE Information Portal [original thread]
CynoNet Two wrote: Is there still no change to the policy of revealing candidate real names publically on the Internet? I wonder how many potentially great representatives we're missing out on because they don't want to be e-stalked for blowing...
- by CynoNet Two - at 2013.02.22 12:41:00
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