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1. Wardec balancing - in Player Features and Ideas Discussion [original thread]
Every corp over 10 people in empire gets decced into oblivion, and these newbies have to face station huggers at every hub in brick tank Proteus they have no chance of killing. and then you people wonder why your game is dying.
- by Gneeznow - at 2016.01.25 08:05:05
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2. Sticky:[December] Navy EWar Frigates - in Player Features and Ideas Discussion [original thread]
DAT MAULUS
- by Gneeznow - at 2015.10.16 19:04:50
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3. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Kelsey Auditore wrote: I made a post about wanting to shorten the train of t2 bc's already, but I do have a more complex idea. What if we separated the role of t2 bc's into their own category and skill train Certain T2 BC's aren't used as ac...
- by Gneeznow - at 2015.09.12 18:31:03
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4. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Cyclone could probably use a bit more . . . something Maybe a bonus to rapid lights? Maybe -1 low and +1 mid? Some kind of built in capacitor safeguard for lower cap shield boosting? Also not a fan of the Ferox changes, I would rather the 7 guns...
- by Gneeznow - at 2015.09.11 21:29:05
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5. Launcher and CPU, no more "Arbalest" - in Player Features and Ideas Discussion [original thread]
Ellina Sewi wrote: Hi Everybody, So, what i suggest is not a massiv changes of the missiles boats use and traits, but just some more CPU to fitt them in t2 launchers like we can do it with guns. When a PVPer fitt a gun ship, if he has the spec...
- by Gneeznow - at 2015.09.08 08:28:42
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6. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Shard the server, have tranquility running eve as is, have another server running Revelations II and a third server running Apocrypha, let people have a fresh start on these servers and charge 5/7 bucks a month for a sub on them since they'll not ...
- by Gneeznow - at 2013.08.27 18:08:00
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7. Sticky:[Odyssey 1.1] Jump Clone timer reduction skill - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: edit: Based on feedback we are also going to be able to add a second skill in this patch - Advanced Infomorph Psychology - which will open up 5 more jump clone slots. This skill will be rank 5, have a bigger price-tag and will r...
- by Gneeznow - at 2013.08.08 20:47:00
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8. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Tsubutai wrote: I think that at least one of the two Minmatar CS and one of the two Gallente hulls should get their local tank bonuses (iconic though they are) swapped for resists - it's important for gangs to be able to field skirmish links, a...
- by Gneeznow - at 2013.08.01 14:08:00
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9. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
All these changes look really good tbh, and that's coming from a CS pilot with 8 mil in leadership. The only gripe I have is maybe interdiction link being nerfed a little too hard, but in fairness, it's been abused to hell so I can see why the lin...
- by Gneeznow - at 2013.08.01 13:52:00
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10. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Vizvig wrote: Diesel47 wrote: They cost 150mil because of their cost to make. The materials become more expensive. They cost 2 hours today, and theyr cost in 2010 is 100 minutes. I like how you assume everyone in the game makes isk a...
- by Gneeznow - at 2013.07.30 16:37:00
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11. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Another big issue with these HAC changes which a lot of people have brought up is their price. They're simply not worth the isk, They were just about worth it back in 2010 when they were 90 mil a pop. Now they're 150 mil for these 8 ships that hav...
- by Gneeznow - at 2013.07.30 16:06:00
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12. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: Lol again @ that damage graph tier 3 BCs totally balanced guys, they still totally wreck hacs at all ranges, just very slightly less This. Haven't seen a muninn or eagle since tornados were introduced to the game, why w...
- by Gneeznow - at 2013.07.29 17:24:00
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13. Killrights revamp - in Player Features and Ideas Discussion [original thread]
So with crime watch came a revamp of kill rights that was detrimental to pvp. It used to work like this: if your ship was destroyed in a criminal attack, you would get kill rights on everyone that attacked you EXCEPT people you shot back at. Now i...
- by Gneeznow - at 2013.07.27 15:50:00
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14. Support this please, it's important. Keep bumping it, and share it everywhere. - in Player Features and Ideas Discussion [original thread]
Never noticed, never been a problem for me
- by Gneeznow - at 2013.07.27 11:39:00
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15. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
Muninn is still a more expensive, crappier tornado, it needs a total rethink. I've not seen a muninn in about 4 years and I don't think they'll be spotted much after 1.1 either.
- by Gneeznow - at 2013.07.19 00:34:00
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16. Sticky:[Retribution Point Release] Combat Battlecruisers - in Player Features and Ideas Discussion [original thread]
The ferox, drake and brutix are missing their utility high for a warfare link. The cyclone has two utility highs, and it's split weapons for some reason (I think the cyclone's just fine as it is, why change it to a missile ship?) Overall not a fan.
- by Gneeznow - at 2013.01.09 18:45:00
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17. Command Ship rebalance and warfare links - in Player Features and Ideas Discussion [original thread]
Mal journ wrote: Your missing a vitally important command ship ' the orca ' I like the idea of retooling links mining links could use a buff like from the t1 s at 2% to 2.5 and the t2 raise up to 3% The orca is okay in my book, it's got the ...
- by Gneeznow - at 2012.12.14 02:44:00
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18. Acquiring kill rights - no consequences anymore - in Player Features and Ideas Discussion [original thread]
So back in the day before retribution the way to get a killright was to shoot at someone in low sec, who then dies without returning fire. This also brought with it a large 2.5%~ sec hit. If they fired back then you got a 0.5%~ sec hit and they di...
- by Gneeznow - at 2012.12.14 02:40:00
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19. Command Ship rebalance and warfare links - in Player Features and Ideas Discussion [original thread]
Noisrevbus wrote: They are specialized No they're not, they're generalised, the devs have said that themselves. Command ships are specialised.
- by Gneeznow - at 2012.12.11 22:43:00
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20. Crimewatch Suspect flag issue / Logistics on Killmails - in Player Features and Ideas Discussion [original thread]
You're a fabulous man with fabulous points. Logistics going suspect when they shouldn't is a pain in the behind.
- by Gneeznow - at 2012.12.11 19:18:00
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