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1. A potential method to encourage emigration from high sec to low sec and 00. - in Player Features and Ideas Discussion [original thread]
Before people start flaming this post a little qualification. I am a pirate and have been for years, pvp is my profession, I have partaken in pvp in every environment in eve and tried nearly all the other professions there are in high sec (hs), Lo...
- by DeathsEmbrace - at 2011.11.17 20:22:00
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2. Ganglink Modules improvement - in Player Features and Ideas Discussion [original thread]
From the sounds of the above your very new to command ships or haven't been using the correct ones for the task you want. Fleet command ships can fit and use 3-6 links at a time e.g. the claymore, vulture, damnation, eos. the other command ships c...
- by DeathsEmbrace - at 2011.02.01 10:43:00
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3. ECM Solution - in Player Features and Ideas Discussion [original thread]
Originally by: Harotak Solution: Change ECM mechanics so that when someone is jammed, they can still lock and fire upon anyone that has fired on the jammed person specifically in the last 60 seconds. Such a change would: A. Render ECM u...
- by DeathsEmbrace - at 2010.05.05 18:13:00
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4. ECM Solution - in Player Features and Ideas Discussion [original thread]
Originally by: Torothanax You realize ECM was nerfed just recently and has been repeatedly? You realize ECM is the only e-war that is chanced based? You realize ECM boats give up tank to fit ECM? You realize most ECM ships have no damage b...
- by DeathsEmbrace - at 2010.05.05 10:40:00
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5. ECM Solution - in Player Features and Ideas Discussion [original thread]
Personally I'd love to see ecm effective range (reguardless of boat) reduced to 30km the same range as the other recons primary ewar, (curse - neuts, rapier - webs, arazu - point) or in the case of falcons 10-12k like the pilgrim. this would certa...
- by DeathsEmbrace - at 2010.05.03 19:27:00
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6. Adjustment to decloaking simulation - in Player Features and Ideas Discussion [original thread]
00 is fine, my point focused more on low sec and highsec. Take the loki with 1800 res it can catch frigs on gate, provided it decloaks early. But due to the blockade runners/or other covert recon cruiser hulls and above not fully decloaking they a...
- by DeathsEmbrace - at 2010.02.13 16:14:00
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7. Adjustment to decloaking simulation - in Player Features and Ideas Discussion [original thread]
lol more irratation, can catch the slow ones To live is to die, and to die is to give life. Thus pain is a form of euphoria.
- by DeathsEmbrace - at 2010.02.11 20:49:00
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8. Adjustment to decloaking simulation - in Player Features and Ideas Discussion [original thread]
Under the current mechanics whilst decloaking it is impossible to target or be targetted. For the frigate classes this is a fairly mute point. But for any large class of ship using co ops modules e.g. recons it adds to lock times (in the sense of ...
- by DeathsEmbrace - at 2010.02.11 14:52:00
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9. Fighting for Sov in Dominion - in Player Features and Ideas Discussion [original thread]
Whilst i'm no longer actively engaged in 00 wars, having read all 9 pages so far with interest it seems the biggest issues are blobing and tz. Just as a anti blob idea (no idea how easy or otherwise it may be to implement. Could the sbu/tcu resist...
- by DeathsEmbrace - at 2010.01.29 17:12:00
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10. some dictor love - in Player Features and Ideas Discussion [original thread]
They could do with that 25% base speed, that ccp removed 2 yrs ago back.
- by DeathsEmbrace - at 2009.06.26 15:33:00
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