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1. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Eve already gives you so much information that this is not an issue in K-space. If I see a dashboard scan currently and notice ten hostiles in local and only nine accounted for, I assume the tenth is a Falcon. Now it could be...
- by Daneel Trevize - at 2014.12.19 15:29:19
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2. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Nors Phlebas Sabelhpsron wrote: Daneel Trevize wrote: Nors Phlebas Sabelhpsron wrote: How is the situation different between landing on grid with a dscan immune Lachesis and a cloaky Arazu? I really don't see it at all. In both case, the ...
- by Daneel Trevize - at 2014.12.19 13:31:12
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3. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Nors Phlebas Sabelhpsron wrote: Daneel Trevize wrote: [. So how do I use these recons against overwhelming numbers? Force multipliers need a force to multiple. When both sides have them, the larger force is still stronger. Well duh. When ...
- by Daneel Trevize - at 2014.12.19 13:24:18
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4. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: Stop thinking of (plausible) ways that the brain-dead dudes could kill you, and start thinking of the ways that will allow you to kill them, as they deserve!!! But I still have to plan to get through ubiquitous linked t...
- by Daneel Trevize - at 2014.12.19 13:12:44
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5. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Challus Mercer wrote: CCP Rise wrote: Dscan immunity is staying.
Ok, if there is no sense to discuss about cancelling this feature, i would propose another approach to milder the negative effect of this on solo and small scale pvp....
- by Daneel Trevize - at 2014.12.19 13:02:50
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6. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Nors Phlebas Sabelhpsron wrote: How is the situation different between landing on grid with a dscan immune Lachesis and a cloaky Arazu? I really don't see it at all. In both case, the ship can see you coming in warp, and you can't see it before...
- by Daneel Trevize - at 2014.12.19 12:51:00
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7. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: Space is 3d, if you warp @100 to a celestial from an 'odd' angle you're very likely to land well over 50km away from anything on-grid, potentially up to 200km away. Almost all Eve systems are limited to being designed o...
- by Daneel Trevize - at 2014.12.19 12:47:06
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8. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Nors Phlebas Sabelhpsron wrote: Daneel Trevize wrote: No I don't gamble upon the statisically bad chance that they don't have recons with them, in lowsec. And those odds will of course hugely change if this OP change is available to people. ...
- by Daneel Trevize - at 2014.12.19 12:40:05
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9. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Nors Phlebas Sabelhpsron wrote: Daneel Trevize wrote: Seriously Rise (where's Fozzie in all of this?), talk us through this gameplay from a skillful player's perspective: You're solo in lowsec. That's it, that's all there is to the scenari...
- by Daneel Trevize - at 2014.12.19 12:27:43
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10. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: TuCZnak wrote: Gully Alex Foyle wrote: 3) Both fighting parties are free to use them Why nerf Ishtars, both parties are free to use them, right? Balancing is about giving people options and not making bunches o...
- by Daneel Trevize - at 2014.12.19 12:23:00
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11. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Seriously Rise (where's Fozzie in all of this?), talk us through this gameplay from a skillful player's perspective: You're solo in lowsec. That's it, that's all there is to the scenario. P.S. There could be a linked lachesis + huginn on every ...
- by Daneel Trevize - at 2014.12.19 12:21:22
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12. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: I hear you, but you're describing a very specific case of gang size/fit/composition and tactics. What I'm saying is, if you're succesful at fighting outnumbered in the current meta, leveraging on better ships/SP/tactics...
- by Daneel Trevize - at 2014.12.19 12:01:36
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13. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: Daneel Trevize wrote: WTF are you supposed to do? Never have a scout leave the grid you plan to jump to incase a combat recon has warped in? So you now need 2 scouts to check a system: one to actually try find things ...
- by Daneel Trevize - at 2014.12.19 11:49:39
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14. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Dscan immunity is staying.
So you scout ahead in your link ship, your combat ones waiting to warp down to the low-low gate. The links jump and see the camp, it looks viable to fight, and the links warp off to a boost spo...
- by Daneel Trevize - at 2014.12.19 11:29:35
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15. Sticky:[Rubicon 1.x] Drone Assist change - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: it just seems bizzare that a fleets drones dps can be controlled by so few yet all gun/missile ships don't have the same luxury.. Weapons can overheat, and the pilots can manually fly to mitigate range & tracking issues...
- by Daneel Trevize - at 2014.02.06 14:57:00
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16. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Warde Guildencrantz wrote: i think it should be designed so if your charges reach 0 it takes 40 seconds to reload but to switch charge types (albeit without going back to a full reload) it would take the normal amount of time. (or no time, i d...
- by Daneel Trevize - at 2013.11.08 12:30:00
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17. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Shinah Myst wrote: CCP Rise wrote: Rapid Launchers (both Light and Heavy) will be changed to have a much higher damage per second number, roughly on par with Heavy Assault Launchers and Torpedo Launchers respectively, but their ammo capacity...
- by Daneel Trevize - at 2013.11.08 12:15:00
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18. Sticky:[Rubicon] Warp Speed and Acceleration - in Player Features and Ideas Discussion [original thread]
Appreciate the latest update, but still feel it's all another kick in the teeth for those that try roaming gate to gate though lowsec. 50-100jumps a night are really not sounding tempting in a BS/BC now.
- by Daneel Trevize - at 2013.11.05 16:32:00
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19. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
My questions, as ever looking for good fights, outnumbered and/or unexpected fits to actually be engaged with a chance: No improved scan res, that all BSs hugely suffer from? Are BSs officially meant to be supported by smaller ships and/or projec...
- by Daneel Trevize - at 2013.08.29 20:47:00
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20. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the futu...
- by Daneel Trevize - at 2013.08.09 11:51:00
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