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61. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
scorchlikeshiswhiskey wrote: Gregor Parud wrote: Soldarius wrote: Hilarious pompous drivel. - yes, "a ton" should be read literally as "1000". - 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox h...
- by Gregor Parud - at 2015.01.13 00:48:49
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62. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Again. You can not buff Drakes and HML Tengus to a point where they become relevant, it's just wrong. I'm perfectly happy with missiles getting better damage application (and perhaps a slight base dps increase, but that would have to come at a cos...
- by Gregor Parud - at 2015.01.13 00:20:32
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63. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Soldarius wrote: Hilarious pompous drivel. - yes, "a ton" should be read literally as "1000". - 250mm with spike can't hit for ****, using That beloved "10mn AB Caracal" setup A ferox hits for less that 100 dps at max transversal, dropping ...
- by Gregor Parud - at 2015.01.13 00:16:05
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64. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Well yes and no. Turrets have lows, mids and rigs to affect damage application and while painters surely help it's not the "preferred" method. Missiles only have rigs and painters, so buffing painters to reach out enough to accommodate for missile...
- by Gregor Parud - at 2015.01.12 16:50:30
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65. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Mario Putzo wrote: Changing TPs won't change anything since they are essentially the same out to like 75K (i think 85-90% potency). Just to be sure. Painters don't "kinda work" in falloff as turrets do, they either work or they don't and in ...
- by Gregor Parud - at 2015.01.12 16:43:00
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66. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Mario Putzo wrote: Gregor Parud wrote: Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing an...
- by Gregor Parud - at 2015.01.10 19:16:38
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67. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Yes well, you go through aaaalll the effort of making a whole number of fits to show us how bad the drake/missiles are, and then (weirdly) there's one ship fit that has some modules that aren't doing anything, nor aren't used for the whole compari...
- by Gregor Parud - at 2015.01.10 17:54:49
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68. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Will you be removing the Drake's non working web and painter, add more EHP instead and then tell us how much more EHP it has compared to the rest? Or is that "not relevant".
- by Gregor Parud - at 2015.01.10 17:44:48
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69. Wardecs Redux - Letting the defender win - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Let me tell you about forming corps after corps to avoid war because your dumb change does not address the real issue that are worthless high-sec corps. The majority of (high sec) corps being terrible has nothing to do ...
- by Gregor Parud - at 2015.01.08 15:14:51
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70. Wardecs Redux - Letting the defender win - in Player Features and Ideas Discussion [original thread]
Kaarous Aldurald wrote: Or we can scale back a bunch of the ludicrous advantages that NPC corps have, and make player corps worth defending in the first place. If people create a corp with players worth the oxygen they breathe and thus creat...
- by Gregor Parud - at 2015.01.08 07:56:04
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71. Wardecs Redux - Letting the defender win - in Player Features and Ideas Discussion [original thread]
Mario Putzo wrote: Oh come on now, we all know that war decs are just a means to sit in Jita and Amarr and shoot reds undocking from market stations. Attackers don't give a **** about anything other than getting kills. Period. Why should they t...
- by Gregor Parud - at 2015.01.08 07:53:16
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72. Wardecs Redux - Letting the defender win - in Player Features and Ideas Discussion [original thread]
Helios Panala wrote: Gregor Parud wrote: The only way wardecs are broken is that they can be avoided. If the war-dec system is basically just a fee to engage in high-sec ganks that CONCORD don't care about sure. Let's stop calling them ...
- by Gregor Parud - at 2015.01.07 21:39:01
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73. Wardecs Redux - Letting the defender win - in Player Features and Ideas Discussion [original thread]
The only way wardecs are broken is that they can be avoided.
- by Gregor Parud - at 2015.01.07 15:23:14
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74. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Soldarius wrote: This is before my time. But I believe that missiles actually used to use this mechanic as a way for frigates to "get under the guns". Then CCP switched to the current formula as a way of distinguishing missiles from turrets. If...
- by Gregor Parud - at 2015.01.07 15:17:54
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75. New Module: Remote Defensive Screen - in Player Features and Ideas Discussion [original thread]
Interesting idea but it wouldn't do much for the simple reason that having such a ship in your fleet shows a level of organisation that would also include gang links. So then you'd have the ship's own resists, the gang link's resists AND your idea...
- by Gregor Parud - at 2015.01.05 17:42:28
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76. Improving the Fitting Experience - in Player Features and Ideas Discussion [original thread]
On that note, it would be nice if you click "use this fit" it would also keep the order in which the modules are fitted. While there's a bit of OCD going there's also the very real difference in regards to overheating performance.
- by Gregor Parud - at 2015.01.05 17:33:45
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77. Improving the Fitting Experience - in Player Features and Ideas Discussion [original thread]
I didn't know Tuxford was an adult?
- by Gregor Parud - at 2015.01.05 14:54:14
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78. Battlecruisers -- Lost because they're not different enough - in Player Features and Ideas Discussion [original thread]
afkalt wrote: Baltec1 doesn't really troll much, not at first anyway. Occasionally blunt perhaps, but far as I've seen in forums like this and around tactics/fittings he speaks from personal experience most of the time. I've disagreed with him...
- by Gregor Parud - at 2015.01.05 14:29:30
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79. Battlecruisers -- Lost because they're not different enough - in Player Features and Ideas Discussion [original thread]
Ioci wrote: That has nothing to do with it. Bringing bigger ships to fight smaller ships was always smashed in to the ground in EVE. No worries, OP. The pendulum will swing the other way in time. A few years of interceptor Online and we will...
- by Gregor Parud - at 2015.01.05 14:05:22
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80. Heavy Missiles, lets make them interesting - in Player Features and Ideas Discussion [original thread]
Caleb Seremshur wrote: Gregor Parud wrote: For the sake of argument, repeat those "tests" but now with rigor/flare rigs. Well graphed in pyfa the caracal from the earlier example shooting the slasher jumps from 22.5dps to 30.4. This is w...
- by Gregor Parud - at 2015.01.05 13:37:25
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