Pages: [1] |
1. Major Warp Speed problems - in Test Server Feedback [original thread]
Chandaris wrote: Good changes. However I'm kinda annoyed that the warp speed rigs will affect CPU grid. that will eliminate/change their use from a lot of doctrines that would have used them otherwise. (for example the awesome 4 rep scimi one o...
- by Dirk Action - at 2013.11.05 16:08:00
|
2. Major Warp Speed problems - in Test Server Feedback [original thread]
v0v let it be known that the players tried to warn the devs it'shappening.gif
- by Dirk Action - at 2013.10.29 16:04:00
|
3. Major Warp Speed problems - in Test Server Feedback [original thread]
CCP Fozzie wrote: Dirk Action wrote: the warp speed changes are fine the ACCELERATION from sublight speed to FTL speed that is the warp bubble is fine the DECELERATION from FTL speed that is the warp bubble to sublight speed is not fi...
- by Dirk Action - at 2013.10.28 17:42:00
|
4. Major Warp Speed problems - in Test Server Feedback [original thread]
if you have taken steps to protect yourself and your assets through awareness, be it a quiet evening gatecamp, a fleet of coward Tornados or a fu-üking supercapital fleet, you shouldn't be penalized for it. because as it stands now, as soon as an ...
- by Dirk Action - at 2013.10.28 17:17:00
|
5. Major Warp Speed problems - in Test Server Feedback [original thread]
the warp speed changes are fine the ACCELERATION from sublight speed to FTL speed that is the warp bubble is fine the DECELERATION from FTL speed that is the warp bubble to sublight speed is not fine this is due to the fact that the peop...
- by Dirk Action - at 2013.10.28 17:11:00
|
6. Major Warp Speed problems - in Test Server Feedback [original thread]
Porucznik Borewicz wrote: BTW, this also means that ceptors also instaappear on grid, right? Right. But interceptors are arguably ok for this change to happen simply because they have a targetted point instead of a bubble. Still broken, but...
- by Dirk Action - at 2013.10.25 17:57:00
|
7. Major Warp Speed problems - in Test Server Feedback [original thread]
Dirk Action wrote: Alternatively, if you truly want a band aid solution and keep deceleration stupidly fast, give dictors a cooldown period where they are incapable of dropping a bubble for some period of time after dropping out of warp similar...
- by Dirk Action - at 2013.10.25 05:39:00
|
8. Major Warp Speed problems - in Test Server Feedback [original thread]
HEY CCP THIS IS THE TEST SERVER FEEDBACK SECTION AND YOU HAVE SOME FEEDBACK THAT YOU SHOULD *PROBABLY* TAKE A LOOK AT EVEN A SIMPLE CONFIRMATION THAT YOU'VE SEEN THIS WOULD DO THAT MIGHT BE SOMETHING YOU SHOULD REALLY GET ON
- by Dirk Action - at 2013.10.25 05:38:00
|
9. Major Warp Speed problems - in Test Server Feedback [original thread]
Dirk Action wrote: A perfectly reasonable fix was already suggested. Simply keep warp speed deceleration the way it is pre-Rubicon, giving pilots the chance to see a ship landing on their grid. The initial acceleration being fast is fine since ...
- by Dirk Action - at 2013.10.25 05:38:00
|
10. Major Warp Speed problems - in Test Server Feedback [original thread]
bumping this as it's actually important unlike some marauder pve junk
- by Dirk Action - at 2013.10.23 14:34:00
|
11. Major Warp Speed problems - in Test Server Feedback [original thread]
Andreus Ixiris wrote: Just a fun, random fact for your consideration: The average system (50 AU wide) contains something in the region of 113,097,335,529,232,556,584,655 possible 250/250/250 grids. This would be enough to give every active sub...
- by Dirk Action - at 2013.10.22 18:40:00
|
12. Major Warp Speed problems - in Test Server Feedback [original thread]
how are you going to use dscan to find out when an interceptor/dictor is on the way when there's a 2 second interval between scans and the interceptor/dictor covers more space than the range of 4 or more scans in that same period?
- by Dirk Action - at 2013.10.22 17:19:00
|
13. Major Warp Speed problems - in Test Server Feedback [original thread]
yes, something broken, imbalanced and uncounterable is great for the game simply because lots of things will die let's bring back AOE doomsdays, tons of sh-ût will die then :rollseyes:
- by Dirk Action - at 2013.10.22 16:56:00
|
14. Major Warp Speed problems - in Test Server Feedback [original thread]
Alternatively, if you truly want a band aid solution and keep deceleration stupidly fast, give dictors a cooldown period where they are incapable of dropping a bubble for some period of time after dropping out of warp similar to a ship having a lo...
- by Dirk Action - at 2013.10.22 05:39:00
|
15. Major Warp Speed problems - in Test Server Feedback [original thread]
A perfectly reasonable fix was already suggested. Simply keep warp speed deceleration the way it is pre-Rubicon, giving pilots the chance to see a ship landing on their grid. The initial acceleration being fast is fine since the intent of that cha...
- by Dirk Action - at 2013.10.22 05:35:00
|
Pages: [1] |
First page | Previous page | Next page | Last page |