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161. Sticky:[Retribution Point Release] Combat Battlecruisers - in Player Features and Ideas Discussion [original thread]
Jerick Ludhowe wrote: Arathella wrote: Why not? Is it appropriate to bring this up in the BC rebalancing feedback? As for "this is how it's more or less been for a very very long time": Ishtar - 15 slots, Demios - 15 slots I'm sure the...
- by Doddy - at 2013.01.14 15:43:00
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162. Sticky:[Retribution Point Release] Combat Battlecruisers - in Player Features and Ideas Discussion [original thread]
fenistil wrote: CCP, Gallente IS the drone, race! What's up with Prophecy having more Drone Bay than Myrm and almost as much bandwith? Also it's a JOKE! that Harb will have more dronebay then the brutix. Suggested Changes to Drone Bays: ...
- by Doddy - at 2013.01.09 18:11:00
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163. Sticky:[Retribution Point Release] Combat Battlecruisers - in Player Features and Ideas Discussion [original thread]
These changes are generally good but you really need to accept you killed the ferox's sniper role when you made the naga and just give it the damage bonus already. Also one of a races ships having an active bonus is fine, both is limiting. Give th...
- by Doddy - at 2013.01.09 17:52:00
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164. Free Ladar sites - in Player Features and Ideas Discussion [original thread]
Um why? it would just devalue them. And why buff npc 0.0 ffs? Like stain needs more added to it ... I guess you would want the other cosmos sites as well?
- by Doddy - at 2013.01.07 12:28:00
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165. Defeating AFK Cloaking - in Player Features and Ideas Discussion [original thread]
Magic Crisp wrote: I think you misunderstand the isseu. So i think while someone is in enemy territory, he should be in less safe circumstances than the locals, he's trying to harass. Why? He is a military man with special forces equipmen...
- by Doddy - at 2013.01.07 12:09:00
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166. Auto-Fire Feature? - in Player Features and Ideas Discussion [original thread]
Xiolin Furlough wrote: Sorry if I am beating a dead horse in any ways. Didn't really see anything about this in my quick (and I do mean quick) look over of the board. There really isn't much I can say to describe this idea, as it is a fairly s...
- by Doddy - at 2013.01.07 09:58:00
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167. Defeating AFK Cloaking - in Player Features and Ideas Discussion [original thread]
Down with people afk in stations or pos, they shouldn't gain an advantage from being afk should they. How about we have a button that if its not clicked every few minutes ppl get forcibly kicked from station or pos shields, that would remove the a...
- by Doddy - at 2013.01.07 09:45:00
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168. Deactivation of Stripminers/miners after depletion of asteriods - in Player Features and Ideas Discussion [original thread]
Well a) because it hurts bots and afkers and b) because it make the survey scanner actually have a point. If you are actually at the keyboard you should never lose any mining time tbh.
- by Doddy - at 2013.01.07 09:42:00
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169. Target Prioritisation - in Player Features and Ideas Discussion [original thread]
You kill things in order??
- by Doddy - at 2012.10.30 23:28:00
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170. [WINTER] Dictors need more love - in Player Features and Ideas Discussion [original thread]
Dictors bubble things better than destroyers Seriously though a dictor should not be better at pew pew than afs/faction frigs (well except cov ops and maybe eafs) and not necessarilly better than t1 destroyers. Sabre for example is pretty much ...
- by Doddy - at 2012.10.27 11:35:00
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171. Barges and Industrials (long post) - in Player Features and Ideas Discussion [original thread]
Why would the hauling ships be ORE? Far more sense to have racial versions. The one with the jump drive is just lol, last thing the game needs is more invulnerable logistics. Its already horribly broken. The smaller courier ship fair enough but th...
- by Doddy - at 2012.10.27 11:20:00
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172. Command ships.... why bother? - in Player Features and Ideas Discussion [original thread]
CCP broke the game with t3s, the death of field cs was just the first symptom. Look at the one field CS that is still awesome - the sleipnir. Why use a sleipnir over a loki? Because loki has no shield boost sub system. Says it all really. Field ...
- by Doddy - at 2012.10.27 11:02:00
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173. freighter fits - in Player Features and Ideas Discussion [original thread]
Souisa wrote: It seems that people do not understand the core problem which is freighters are dull. You could easily improve the align time and warp time, without it wrecking the economy. The problem is freighters are boring and way too time co...
- by Doddy - at 2012.10.27 10:41:00
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174. Faction Module Tiericide, a way to go about it. - in Player Features and Ideas Discussion [original thread]
Onslaughtor wrote: " If you can point me anywhere in "lore or associations" where a centus mod should be differnt to a sansha one i will be amazed." Lore wise maybe not, but in terms of game-play Deadspace mods work in a +1 stat fashion with...
- by Doddy - at 2012.10.24 08:34:00
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175. Faction Module Tiericide, a way to go about it. - in Player Features and Ideas Discussion [original thread]
Onslaughtor wrote: Doddy, I feel you are missing the purpose behind this whole thing. Faction modules fail to relate to their factions in any way. If I am reading your last post correctly then you want to leave faction the way it is, and instea...
- by Doddy - at 2012.10.24 00:12:00
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176. ECM - reactive. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: Doddy wrote: Gizznitt Malikite wrote: Gypsio III wrote: The worst thing about ECM is the binary effect. You're retaining this, so your idea is not the answer. What's more, is ECM is too effective as a force ...
- by Doddy - at 2012.10.23 22:50:00
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177. Faction Module Tiericide, a way to go about it. - in Player Features and Ideas Discussion [original thread]
Take eanm for example; t1 (meta 0) = 15% all attributes, 30 cpu named (meta 1-4) = 15% but each named has 20% for a different damage type, 30 cpu t2 (meta 5) = 20% all attributes, 36 cpu Now for faction there are more different factions than th...
- by Doddy - at 2012.10.23 22:35:00
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178. Faction Module Tiericide, a way to go about it. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: Doddy wrote: Gizznitt Malikite wrote: However, modules are already defined by a unique role and their tiers typically reflect fitting requirements, operational effectiveness, and rarity/origin. Or are they thinki...
- by Doddy - at 2012.10.23 22:28:00
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179. ECM - reactive. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: Gypsio III wrote: The worst thing about ECM is the binary effect. You're retaining this, so your idea is not the answer. What's more, is ECM is too effective as a force multiplier. In group fights, a Rook will rem...
- by Doddy - at 2012.10.23 22:02:00
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180. Faction Module Tiericide, a way to go about it. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: However, modules are already defined by a unique role and their tiers typically reflect fitting requirements, operational effectiveness, and rarity/origin. Or are they thinking of making each tier different and unique?...
- by Doddy - at 2012.10.23 21:55:00
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