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121. Making fleet fights more interesting and breaking up the blob - in Player Features and Ideas Discussion [original thread]
Originally by: Veldsparmonster So basically, they have the same end result? If you mean someone get blown up? Of course. On other end, it mean fight may last longer and being insta-popped less likely. Longer fight = more fun. Now, w...
- by Foraven - at 2010.01.28 22:08:00
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122. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
Originally by: mundus123 The OP's idea is rubish. We do fuel our tanks by way of our cap which is generated within the ships, ive never looked to see what generated it but for a race that can fly in space, they atleast can make fusion rea...
- by Foraven - at 2010.01.28 22:02:00
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123. Making fleet fights more interesting and breaking up the blob - in Player Features and Ideas Discussion [original thread]
Originally by: Veldsparmonster A) You've not quite grasped the hit formula. Sig radius only acts as a modifier to tracking, not as a seperate miss chance. E.g. if your targets sig radius is twice that of your gun, you have double the effe...
- by Foraven - at 2010.01.28 21:53:00
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124. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
Originally by: Nekopyat I admit, I never liked EVE's magic repair logistics. I would rather see a whole new industry for building spare parts and shipping them to isolated groups that if they do not get a resupply of those fancy expensive...
- by Foraven - at 2010.01.28 21:43:00
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125. Moving away from raw damage... - in Player Features and Ideas Discussion [original thread]
Originally by: Kahega Amielden You contradicted yourself. You said fights are all about maximizing DPS, but then talked about how people maximized tracking, minimized enemy's speed, etc...to kill them. Don't think so. isn't it part of...
- by Foraven - at 2010.01.28 21:31:00
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126. Moving away from raw damage... - in Player Features and Ideas Discussion [original thread]
Originally by: Merle Hausen The size of the weapon already differentiates tracking in the game. The 'smaller' turrets of a class track faster! There is a reason why I have a soft spot for the 220mm Autocannon. However, I can see where you ...
- by Foraven - at 2010.01.28 21:12:00
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127. Moving away from raw damage... - in Player Features and Ideas Discussion [original thread]
Originally by: Zaq Phelps Edited by: Zaq Phelps on 28/01/2010 20:36:16 Originally by: Foraven Edited by: Foraven on 28/01/2010 20:14:30 Signature of guns : This is called tracking. Smaller targets are already harder to h...
- by Foraven - at 2010.01.28 20:55:00
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128. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
Originally by: Merle Hausen This♠ is from the ground up a terrible idea. Not only would it completely unbalance the game, it would just pretty much destroy current game mechanics. Here, I'll even give you some examples. It would ...
- by Foraven - at 2010.01.28 20:36:00
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129. Making fleet fights more interesting and breaking up the blob - in Player Features and Ideas Discussion [original thread]
Originally by: Veldsparmonster Whilst this is a good idea in itself, and does have advantages, I think there are several problems with this approach. The first is that there are ways of exploiting it. If the penalty is absolute (i.e. eve...
- by Foraven - at 2010.01.28 20:10:00
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130. Moving away from raw damage... - in Player Features and Ideas Discussion [original thread]
It might just be me, but i think this game revolve too much about damage per seconds when it comes to combat. With perma-tank and resistance modules, one need lots of firepower in short amount of time to make it possible to bring down someone else...
- by Foraven - at 2010.01.28 19:56:00
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131. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
Edited by: Foraven on 28/01/2010 19:13:38 Originally by: Tulisin Dragonflame The difference is that when you're out of ammo, you have to leave the field of battle because you can't kill anyone. When you're out of repairer-juice or what...
- by Foraven - at 2010.01.28 19:11:00
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132. Increase numbers in fleet. - in Player Features and Ideas Discussion [original thread]
It would not improve anything though, making bigger blob won't make fleet more fun to be in.
- by Foraven - at 2010.01.28 19:05:00
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133. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
Originally by: Veldsparmonster So this nerfs: Mission running Solo PVP Fleet PVP Plexers Sleeper fighting Exploration For what exact purpose? It would not prevent any of this, just create an extra cost for doing so.
- by Foraven - at 2010.01.28 19:00:00
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134. Making fleet fights more interesting and breaking up the blob - in Player Features and Ideas Discussion [original thread]
There was another thread like this a while ago that found out an elegant solution to all this : signature size. The more guns shooting at one target, the smaller the target signature become up to the point it's fairly difficult to damage/target/hi...
- by Foraven - at 2010.01.28 18:52:00
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135. The perma-tank issue. - in Player Features and Ideas Discussion [original thread]
I'm sure some player will scream about what i'm about to propose, but i think it's an imbalance currently : the fact it's possible to perma-tank a ship. I mean, it cost isk to shoot at targets, even laser/beams cost something over time, but we can...
- by Foraven - at 2010.01.28 18:44:00
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136. Balancing - Identifying problems - in Player Features and Ideas Discussion [original thread]
My list of imbalances : Webifiers : There is no counter module, makes frigates and destroyers pretty much useless if they get webbed. Suggestions : Give us a module to reduce or negate webifiers. Also, make webifier less effective against large...
- by Foraven - at 2010.01.28 18:04:00
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137. Anyone wish there was more opportunities for good old dogfights? - in Warfare & Tactics [original thread]
Originally by: Raimo Originally by: Foraven Originally by: lollerwaffle I think you'd better watch that vid for an example of 'dogfighting' instead of whining while unwilling to adapt. It's more dueling than dogfightin...
- by Foraven - at 2010.01.25 18:43:00
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138. Anyone wish there was more opportunities for good old dogfights? - in Warfare & Tactics [original thread]
Originally by: lollerwaffle I think you'd better watch that vid for an example of 'dogfighting' instead of whining while unwilling to adapt. It's more dueling than dogfighting. At crawlspeed, it's who has the most firepower that win, ...
- by Foraven - at 2010.01.25 15:37:00
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139. Anyone wish there was more opportunities for good old dogfights? - in Warfare & Tactics [original thread]
Originally by: Hellfury Resurrected You aren't trying hard enough. I think this vid would have been better in the Incursus vs anything thread.
- by Foraven - at 2010.01.24 14:03:00
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140. Anyone wish there was more opportunities for good old dogfights? - in Warfare & Tactics [original thread]
Originally by: Kessiaan Webs are fine. Learning how to maneuver while webbed is one of the key (player) skills you need to master to be an effective blaster ship pilot, in any hull. Web are a major annoyance when trying to fight agains...
- by Foraven - at 2010.01.24 00:32:00
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