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1. Speed of Assault ships. - in Player Features and Ideas Discussion [original thread]
I'm not asking for them to be the base speed of interceptors though, or even near that, just better than their T1 and certainly superior in speed to cruisers..
- by Duraj - at 2008.06.24 09:24:00
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2. The new Underused Module Tweaking Thread - in Player Features and Ideas Discussion [original thread]
Edited by: Duraj on 24/06/2008 08:37:03 Edited by: Duraj on 24/06/2008 08:35:48 Edited by: Duraj on 24/06/2008 08:33:43 Originally by: Kakita Jalaan Edited by: Kakita Jalaan on 19/06/2008 09:42:25 Edited by: Kakita Jalaan...
- by Duraj - at 2008.06.24 08:33:00
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3. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
Edited by: Duraj on 24/06/2008 03:13:23 And another thing. Small armor reps use 2 energy for 3 hp repaired. small remote armor reps use 3 energy for 4 hp repaired. at 6 energy, the normal rep repairs 9 hp, and the remote rep repairs 8. Thats...
- by Duraj - at 2008.06.24 03:13:00
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4. Where's all the amarr-Minmatar smack? - in EVE General Discussion [original thread]
Im certain a player age by faction poll would reveal the reason..
- by Duraj - at 2008.06.24 00:43:00
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5. SO how do all the PVPers make isk? - in EVE General Discussion [original thread]
Edited by: Duraj on 23/06/2008 23:26:27 Go to amarr space, preferably the amarr system. look up the buy orders for all weaponry for that region. The buy orders go for something like 100-300 isk a unit. Next, look at the SELL orders of these...
- by Duraj - at 2008.06.23 23:25:00
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6. Speed of Assault ships. - in Player Features and Ideas Discussion [original thread]
doesnt make sense, since with assault thinking, you'd want to be stronger AND faster, and HACs get more firepower, more range, AND more speed... I'd just like AFs to have some purpose is all. nerfing their speed for more firepower is like requiri...
- by Duraj - at 2008.06.23 22:36:00
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7. Speed of Assault ships. - in Player Features and Ideas Discussion [original thread]
Looking at heavy assault ships, they have even greater speed than their T1 counterparts, making them almost frigate like in speed. Its no wonder nanohacs are so dominant. looking at Assault ships, they actually go SLOWER than their T1 counterparts...
- by Duraj - at 2008.06.23 22:27:00
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8. Webs need to be brought up to SPEED - in Player Features and Ideas Discussion [original thread]
Originally by: Nikita Alterana yes. definitely yes. however, I think there should be some drawbacks to webs, because to be able to destroy an expensively fit ship with one relatively cheap module is rather imbalanced in itself. There are n...
- by Duraj - at 2008.06.23 06:25:00
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9. Assualt Frigates, yet another thread - in Player Features and Ideas Discussion [original thread]
Edited by: Duraj on 23/06/2008 06:10:49 pretty certain they were originally designed as a tough ship that can take a beating for fleet warfare. As a T2 ship, its about right for its requirements and cost. Intys are the same way. I'd like to s...
- by Duraj - at 2008.06.23 06:10:00
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10. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
Edited by: Duraj on 23/06/2008 04:33:24 well it USED to be that battleships were corp assets, as noone had the money to buy one themselves. these days you can grind from a total newbie into having a BS in 30 days easily. having the skills to m...
- by Duraj - at 2008.06.23 04:30:00
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11. How long until the nano nerf? - in EVE General Discussion [original thread]
We need it NOW CCP!!
- by Duraj - at 2008.06.23 02:12:00
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12. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
Originally by: Marcus Gideon Originally by: Duraj sry, but TLDR and frigates are the only class that has EW specs. and that shouldnt change because otherwise it will turn into capitals online. whats the point of "dogfighters" if ...
- by Duraj - at 2008.06.23 01:02:00
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13. CCP should disable nano and snakes. - in EVE General Discussion [original thread]
CCP should do what's best for the game and gameplay, and players should accept it and not whine when their ships or modules get nerfed. if you click agree on the EULA, you have no room to complain. this means nanotards and everyone else. CCP sho...
- by Duraj - at 2008.06.22 22:43:00
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14. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
Edited by: Duraj on 22/06/2008 21:06:27 Originally by: Marcus Gideon Originally by: Duraj ... to you who said frigs are introductory ships, if thats so, why has CCP continually put more and more frigs in the game? Why do Facti...
- by Duraj - at 2008.06.22 21:05:00
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15. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
Originally by: Joe Starbreaker Originally by: Jeckes small NOSes, remote reps, and energy transfer arrays have no appreciable benefit. There needs to be a special type of frigate or destroyer to use these things, like a frigate-...
- by Duraj - at 2008.06.22 20:35:00
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16. Speed Kills Eve gameplay Fix - in Player Features and Ideas Discussion [original thread]
Edited by: Duraj on 22/06/2008 06:21:47 Originally by: Angelus Xenotov Originally by: Rekam Evarg Thanks for your contributions Lets look at the pure mechanics. Get somthing that us designed and engineered to travel at a give...
- by Duraj - at 2008.06.22 06:21:00
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17. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
The only reason I gave you that is for a frame of reference, since you called them dogfighters. Are titans dogfighters too? Cause it only takes 1 pod pilot to pilot those.
- by Duraj - at 2008.06.22 04:45:00
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18. New NOSish modules. - in Player Features and Ideas Discussion [original thread]
Originally by: Marcus Gideon That's the way technology works though. Frigates are meant to be the small dogfighters of Eve. They aren't meant to perform any extremely vital and precious tasks, other than to put lead downrange. That's why...
- by Duraj - at 2008.06.22 02:49:00
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19. Navy faction frigates need a boost. - in Player Features and Ideas Discussion [original thread]
They are far below the baseline in terms of cost/effectiveness, when compared to pirate faction ships and T2 ships. Some faction ships rival T2, but no imperial faction ships come close to T2 let alone rivaling pirate faction. this is odd for tw...
- by Duraj - at 2008.06.22 01:26:00
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20. effective counter to empire suicide ganks - in Player Features and Ideas Discussion [original thread]
Deep space transports (the ones with all the buff defense) were supposed to be the afk carebear's solution to this problem I thought
- by Duraj - at 2008.06.22 01:18:00
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