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81. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Spugg Galdon wrote: Don't think I've killed you yet with them but I'll keep an eye out for you I'd have to log in for you to do that. Spugg Galdon wrote: They aren't OP. They have major advantages and major drawbacks. 40 seconds to me...
- by Ganthrithor - at 2013.11.22 17:32:00
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82. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Spugg Galdon wrote: I'm having a great time with the new launcher mechanic. Guess I have "Adapted". Wow, you've managed to enjoy a weapon that ROFLBBQPWNs targets of any size? Congratulations! Achievement unlocked: Enjoy Stomping Dudes With...
- by Ganthrithor - at 2013.11.21 11:41:00
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83. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
I'd love to see them rework missile mechanics in general. It's obvious that the system in place to handle missiles and missile damage application is a poorly thought-out holdover from 2003. The fancy new graphical effects are nice: it's time the u...
- by Ganthrithor - at 2013.11.20 01:51:00
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84. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
KatanTharkay wrote: Yeah man, Tengu is a very nice weapon platform, no argue about it. But on the Caracal, the new RML's are not doing very well atm. The only choice one now has it to fit that Caracal to kill only 1 (max 2) frigates at a time...
- by Ganthrithor - at 2013.11.20 00:34:00
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85. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Basically these launchers make the easiest forms of existing gameplay (ganking as a group, fleet combat) even easier by giving people launchers on roids, while simultaneously making them useless for people who want to try and solo (proper soloing:...
- by Ganthrithor - at 2013.11.20 00:17:00
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86. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
KatanTharkay wrote: Ganthrithor wrote: KatanTharkay wrote: Ganthrithor wrote: Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." ...
- by Ganthrithor - at 2013.11.19 23:50:00
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87. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
KatanTharkay wrote: Ganthrithor wrote: Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing." Yeah, they are nice now when you're shootin...
- by Ganthrithor - at 2013.11.19 21:58:00
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88. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Ahahahaha, this actually went live. Way to go, CCP. Thanks for making my Tengu do 360 dps to interceptors, lol. That's certainly one approach to "nerfing."
- by Ganthrithor - at 2013.11.19 21:30:00
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89. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Kara Trix wrote: It doesn't stop.... the nails I mean for CERB pilots.. (which I am one) They changed the bonus on the CERBERUS as well to exclude Light Missiles for the ROF bonus. So now it will no longer give a 5% percent bonus to all missi...
- by Ganthrithor - at 2013.11.17 00:21:00
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90. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: you looking like a buff Bill Murray Oh god, now I can't un-see it! Hahahahaha!
- by Ganthrithor - at 2013.11.15 23:43:00
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91. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Hi O wrote: Can't wait to strap this on my Nemesis. That is , until Rubicon 1.1 and the inevitable "Can Be Fit To" makes me mortal once again. That is one of the most disturbing avatars I've ever seen.
- by Ganthrithor - at 2013.11.15 22:45:00
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92. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
the jury wrote: because 90% of the csm is null sec operators ccp just give them a battleship weapon system that can kill tech 3 and smaller sig fleet's to balance out null sec combat. most battleship fleets in null only stay on grid for a while...
- by Ganthrithor - at 2013.11.15 10:33:00
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93. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: Ganthrithor wrote: Is white-knighting the work of an inept douchebag satisfying? I'm not "white-knighting" anything. Scroll back to some of the first posts in this thread and you'll see that my take on this is "intere...
- by Ganthrithor - at 2013.11.15 08:44:00
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94. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: Is all this griping cathartic? Is white-knighting the work of an inept douchebag satisfying? Sylvous wrote: Perhaps a new skill would be in order? Call it: Ordnance Auto-Loader Operation (reduce reload time of weapo...
- by Ganthrithor - at 2013.11.15 05:40:00
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95. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
scorchlikeshiswhiskey wrote: Ganthrithor wrote: Iyacia Cyric'ai wrote: So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely...
- by Ganthrithor - at 2013.11.15 04:23:00
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96. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Iyacia Cyric'ai wrote: So what this essentially does is buff the RLML Caracal's ability to roflpwn frigates and dessies (because it needed help in that department???) while almost completely eliminating their potential to kill other decently ta...
- by Ganthrithor - at 2013.11.15 04:03:00
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97. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Scatim Helicon wrote: I'm thinking more and more that what should happen is that the rapid launchers should go back to the more conventional design, and this theme of high RoF, long reload time should be introduced in a complete new range of la...
- by Ganthrithor - at 2013.11.15 00:58:00
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98. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Just kidding: I know you're not reading this, Rise. Why bother when you've already made up your mind about ~*game balance*~. While I'm talking about game balance, though, I hear there's a position for an expert game designer open at SOE that you m...
- by Ganthrithor - at 2013.11.15 00:27:00
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99. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Are you sure you don't want to change your mind and deny me my Tengu that hits frigates for 600 DPS? It's not too late to stop the retardation!
- by Ganthrithor - at 2013.11.15 00:24:00
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100. Request of an instant onlining mobile cyno jammer - in Player Features and Ideas Discussion [original thread]
How about make it a mod for a ship that has instant activation and a 0.5 second duration and uses no cap and makes the ship untargetable? (Pro-tip: the way to fix "hotdrop cancer" in EVE would be to remove jump portal generators, which they shoul...
- by Ganthrithor - at 2013.11.14 21:03:00
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