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1. Drakes - Do they need a nerf? - in Player Features and Ideas Discussion [original thread]
Yes, currently drake is a bit overpowered, comparing to other battlecruisers. But there is few moments that should taking in account. 1) Missiles, they need to be changed. 2) CCP. They like to do balance, by nerfing ships into stone age, so noon...
- by Evengard - at 2010.10.24 00:32:00
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2. Alternate tanking forums - in Player Features and Ideas Discussion [original thread]
Originally by: Sideof Fries Finally, stealth armour sounds interesting and fairly realistic, but aren't there already modules that can be equipped for a very similar effect? No, there in no modules, decreasing sig radius. only imps ...
- by Evengard - at 2010.03.23 19:38:00
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3. Production v2.0 - in Player Features and Ideas Discussion [original thread]
Originally by: Trimutius III ... 1)I had no intention on rising up prices, but this can be also implemented by modifing production cost. 2) Cheap mineral price is a result of adding drone regs with infinite cheap minerals and macro m...
- by Evengard - at 2010.03.22 19:41:00
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4. Production v2.0 - in Player Features and Ideas Discussion [original thread]
Edited by: Evengard on 22/03/2010 19:30:29 So here general vision. Production of T1 ships have been designed 6 years ago, when owning a blueprints was a mayor investment. Also building time was calculated around that time. Since then amount ...
- by Evengard - at 2010.03.22 19:18:00
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5. Missile Turrets on Ships - in Player Features and Ideas Discussion [original thread]
Actually this idea exists like for 6 years. It's good. And just like most good ideas it keeps ignored by CCP for years. You can look at turret ship and say what kind of turrets it uses, and they's caliber. The look of the missile launchers actua...
- by Evengard - at 2010.03.15 10:36:00
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6. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Tyler Lowe Tempest: +1 turret slot. -2 launcher slots, +1 lowslot +5%/level ROF +10%/level falloff No. This is wrong. First, this will reduce damage even more. And with crappy optimal tempest be same as Maelstrom wit...
- by Evengard - at 2009.10.15 02:14:00
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7. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Originally by: Fullmetal Jackass In other words you are trying to make the tempest an AC ship. Wrong. Both Arty and AC benefits from extended falloff. And with damage bonus Arty maybe even more, giving Tespest quite kick with high alf...
- by Evengard - at 2009.10.02 16:17:00
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8. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Originally by: Fullmetal Jackass Edited by: Fullmetal Jackass on 02/10/2009 09:30:13 Why does everyone want to boost falloff on artillery? They aren't AC's. The fall off is useful but the optimal is longer on artillery. How about a 10%...
- by Evengard - at 2009.10.02 12:04:00
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9. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Originally by: Psyflame Soo... ask CCP for tier 3 arty instead of something so asinine as comparing different tiers of weaponry? good idea, but i think this takes even more then 5 years of Tempest rebalancing ________________ Reco...
- by Evengard - at 2009.10.01 20:46:00
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10. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Originally by: Psyflame Originally by: Evengard Tach: 301 dps, 154km (+25) Arty: 356 dps, 140km (+44) Why are you comparing tier 2 artillery with tier 3 beams? maybe because there is no Tier 3 Artys ?? ________________ ...
- by Evengard - at 2009.10.01 20:37:00
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11. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Edited by: Evengard on 01/10/2009 19:28:34 [ Originally by: Saietor Blackgreen 1)... 2) ... 1. http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1184365&page=12#336 Even with change i don't see good improvement for Tempests...
- by Evengard - at 2009.10.01 19:27:00
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12. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Edited by: Evengard on 01/10/2009 16:30:15 Originally by: To mare ... 1st just an example of sucking ship 2nd Even with arty changes this tempest will be fine. it goes to approx 6k alfa with 16 second ROF. With my changes Tempes...
- by Evengard - at 2009.10.01 16:28:00
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13. Tempest Changes - in Player Features and Ideas Discussion [original thread]
Edited by: Evengard on 01/10/2009 15:37:03 Edited by: Evengard on 01/10/2009 15:17:55 Yes this is another epic thread about Tempest and projectiles. Let's face reality, balancing of Fleet Pest \ Machariel is a waste of time, without solv...
- by Evengard - at 2009.10.01 15:15:00
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14. Minmatar battleships, and their roles. - in Player Features and Ideas Discussion [original thread]
More in a development of this, decreasing of falloff on rails and beam Lasers can add some interesting points. ________________ Recon and Intercept
- by Evengard - at 2009.07.12 10:26:00
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15. Minmatar battleships, and their roles. - in Player Features and Ideas Discussion [original thread]
Yes. Tempest and Arti in general need no be boosted, as they are in the way they were 5 years ago. Alot of changes took place, making Arti-pest (mostly as all others Minni Battlestips) unwanted in a fleet. Trimarked and plated battleship have almo...
- by Evengard - at 2009.07.12 10:05:00
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16. Bomber cargo extention - in Player Features and Ideas Discussion [original thread]
Currently bombers have theyr cargo around 200 m3 (Except Purifier - 260). Bomb size is 75 m3. So average bomber can carry 4 bombs (2 loaded, 2 in cargo) and having some space for torpedoes. This is not a option for a ship, designed for sneaky ...
- by Evengard - at 2009.07.03 13:58:00
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17. A warship like the battlestar Galactica - in Player Features and Ideas Discussion [original thread]
Originally by: Kendar would be nice to have domi with 15 drones again And die in lags with 50 in local ??? No thank you. About OP. BSG have physics closer to real then EVE. Projectiles and missiles are slow, so they can send a wall ...
- by Evengard - at 2008.10.08 14:11:00
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