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1. Team Pink Zombie Kittens Presents..... - in Test Server Feedback [original thread]
The Neocom whilst looking alot more fluid & overall better than the current one, I have a few issues: Undock Icon Missing Fleet Icon Missing Mail Icon Missing Sometimes all the icons fail to load so I'm sat staring at a blank Neoco...
- by Destructor1792 - at 2012.01.07 13:48:00
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2. Sticky:Balancing Feedback: Assault Ships - in Test Server Feedback [original thread]
Just a quick one from moi. Only tried the Wolf out so no idea on the others. Will I recommend these to other pilots for PvP? Only if you're not the one going in for the primary tackle. Issues so far: Fitting - struggled with cpu>pg. Mo...
- by Destructor1792 - at 2012.01.07 11:47:00
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3. Worried about 29/11 release - in Test Server Feedback [original thread]
After seeing all the tomfoolery going on with Carriers, Dreads & Supers in the CA areas against smaller targets, I foresee a lot more issues arising than the supposedly "tweaks" these ships were given to "balance" things out
- by Destructor1792 - at 2011.11.27 19:30:00
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4. Drug Booster Balancing issues - in Test Server Feedback [original thread]
Hans Jagerblitzen wrote: Actually, you can jumpclone into a fresh body that is side effect free. As for side effects + greater effectiveness, or no side effects and less boost, its really just a subjective opinion, there isn't a "right" or "wr...
- by Destructor1792 - at 2011.11.27 12:40:00
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5. Drug Booster Balancing issues - in Test Server Feedback [original thread]
Grath Telkin wrote: Boosters are dumb as is, they're highly ineffective, you have 3 slots for boosters but at max skills, you're literally asking the computer to pick a number at random to see if you get an effect, there is no math, its just h...
- by Destructor1792 - at 2011.11.27 11:18:00
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6. Increased Player Ship Salvage - in Test Server Feedback [original thread]
By increasing the drop rates this increases the supply of T2 rigs & Brings the prices right down. This makes them more viable for PvP ships so I'm all for an increase.
- by Destructor1792 - at 2011.11.27 11:07:00
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7. Balancing: Caldari Hybrid Shield vs. Amarr Laser Armor - in Test Server Feedback [original thread]
I do fully understand that, yet to make a more balanced picture all 4 should be included. I guess a better picture would be painted if "All" ships that can use Gang Links are used & broken down. That way the overall picture is much clearer &a...
- by Destructor1792 - at 2011.11.25 17:26:00
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8. Balancing: Caldari Hybrid Shield vs. Amarr Laser Armor - in Test Server Feedback [original thread]
To the Op - what about adding the numbers for the Claymore & Eos for a more balanced view?
- by Destructor1792 - at 2011.11.25 16:50:00
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9. Drug Booster Balancing issues - in Test Server Feedback [original thread]
Well myself, I tried the boosters with no side effects & actually thought that maybe I might start using them after the patch. Then logged on today to find the penalties are all back!!! Chances of using them if it goes live with the penaltie...
- by Destructor1792 - at 2011.11.25 14:56:00
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10. Can you destroy peoples Pods on Sisi now - in Test Server Feedback [original thread]
Mocam wrote: So individual or small gang fights - just don't even bother using that combat test system for them at all. Arrange it for other areas or you can expect "50 nyx" showing up to ruin your day. Then what is the point in having a com...
- by Destructor1792 - at 2011.10.16 04:55:00
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11. Walking around in space stations? - in Test Server Feedback [original thread]
With the state of the last few patches, you really want them to bring this out?? They can't even get the basic running correctly atm - you'll start walking in a station & probably end up in space cos they got the clipping all messed up hehehe...
- by Destructor1792 - at 2009.05.29 12:31:00
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12. Projectiles, whats odd, why many whine and why many say they are fine. - in Test Server Feedback [original thread]
Now whilst myself & Liang don't see eye to eye on what changes should be introduced for projectiles, we both agree that they require some serious work! I'll look just at close range for the moment - this is "how" they should work (just examples):...
- by Destructor1792 - at 2009.05.11 14:59:00
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13. Naglfar, Captial Projectile Turrets and Citadel Torpedos - in Test Server Feedback [original thread]
Problem we have is that with 4 races, we get 4 options as to type of style we wish to do combat with (albeit somewhat vague & out of whack on certain classes)! This scales fine up to the BS class (sort of) but not so well when you enter The Capit...
- by Destructor1792 - at 2009.05.03 11:44:00
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14. Naglfar, Captial Projectile Turrets and Citadel Torpedos - in Test Server Feedback [original thread]
Originally by: Lexa Hellfury lol, this thread is pretty entertaining to read based solely on Destructor1792's raging, barely coherent rants Cheers Lack of caffiene & sleep does have that effect on me Will turn the rant mode off...
- by Destructor1792 - at 2009.05.02 11:03:00
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15. Naglfar, Captial Projectile Turrets and Citadel Torpedos - in Test Server Feedback [original thread]
Originally by: Marcellus Corteaz Stuff Enough with the quotes.. takes bloody ages to respond!! Originally by: Marcellus Corteaz You have no idea who my main is. I'm obviously using an alt. For all you know my main could be a 4...
- by Destructor1792 - at 2009.05.02 10:30:00
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16. Naglfar, Captial Projectile Turrets and Citadel Torpedos - in Test Server Feedback [original thread]
Originally by: Marcellus Corteaz Unfortunately, this is precisely the sort of thinking that ended up gimping the Nag with one missing mid/low. The Nag, which requires five highs to support its split weapons and siege mod, was only given 1...
- by Destructor1792 - at 2009.05.02 09:31:00
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17. Black Ops - Upcoming changes - in Test Server Feedback [original thread]
Even with the new changes, my BO will stay docked up!! Apart from the odd "your mates have a target held down / cyno over / help kill it / cyno out" scenario, the cost of bridging gang mates is still too high!! And lets not forget the pitifull j...
- by Destructor1792 - at 2009.05.02 08:27:00
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18. Naglfar, Captial Projectile Turrets and Citadel Torpedos - in Test Server Feedback [original thread]
Originally by: Marcellus Corteaz Originally by: Destructor1792 what i said You have too many low + mid slots. Every other dread has 12, whereas your idea has 13. Additionally, your bonuses are completely overpowered. As an as...
- by Destructor1792 - at 2009.05.02 08:02:00
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19. Naglfar, Captial Projectile Turrets and Citadel Torpedos - in Test Server Feedback [original thread]
Have it so: High: 3 Mid: 6 Low: 7 25% damage & 15% ROF to XL projectiles per lvl 99% reduction in CPU need for Siege Module Remove Citadels completely - Make it a pure Gun boat With 6 mids & 7 lows, you have the flexibility to either go shi...
- by Destructor1792 - at 2009.05.02 05:10:00
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20. How should ECM work? - in Test Server Feedback [original thread]
ECM has always been the bane of this game.. From both sides of the argument: Using ECM: Great fun / target can't shoot back Getting ECM'd: Not Fun / Unable to target anything! I've seen it go from skill based to chance based, back to skill base...
- by Destructor1792 - at 2009.04.24 08:51:00
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