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1. Nos is overpowered - in Test Server Feedback [original thread]
Any player thats in a BS and actually dies to an inty just built their ship wrong. Any BS can perma-tank an Inty, and the point im making isn't to make nos ineffectual but to make it take more cycles to drain all the cap off a frig than just 2 cyc...
- by Gridan - at 2007.04.07 01:30:00
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2. Nos is overpowered - in Test Server Feedback [original thread]
I suppose you cant web, target paint, or stick drones on an interceptor? Im just saying that just like large weapons hit frigs for less, nos should hit frigs for less as well. An inty pilot is a player too and shouldn't just be swatted away with i...
- by Gridan - at 2007.04.06 03:35:00
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3. Nos is overpowered - in Test Server Feedback [original thread]
Yeah but to zap a inty's cap in 1-2 cycles is absurd, puts them completely in the dust, having it scale you'll still leach their cap down eventually and they'll still have crap damage compared to a bs/bc tank. Besides you can always web and target...
- by Gridan - at 2007.04.06 02:49:00
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4. Some Ideas Id like to see implemented! - in Test Server Feedback [original thread]
One other thing you could do to improve the challenge and enjoyment of combat (especially for new players) is add combat maneuvers such as a spiraling approach or escape maneuvers (typically to approach or leave combat and you can name them nifty ...
- by Gridan - at 2007.04.06 02:26:00
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5. Some Ideas Id like to see implemented! - in Test Server Feedback [original thread]
Subsystem targetting which adds damaging to modules, perhaps even destruction of individual modules (Id say break it down to engine, weapons, propulsion systems or perhaps even target hi, low, or med slots in general) this would create greater dem...
- by Gridan - at 2007.04.06 02:08:00
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6. One other thing - in Test Server Feedback [original thread]
Some ideas ive had for some new modules, whether "game breaking" or not: Add more smartbomb skills perhaps to increase the radius of effect of smartbombs, activation time, cap usage, etc..., add EW smartbombs along the lines of the ECM Burst but ...
- by Gridan - at 2007.04.06 01:45:00
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7. Nos is overpowered - in Test Server Feedback [original thread]
Noticed there are never topics in here stating the obvious, check out other forums if you want evidence to this claim. Id suggest tweaking it so energy neuts become more viable by reducing the effectiveness of nos or putting drawbacks on more than...
- by Gridan - at 2007.04.06 01:35:00
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8. ORE Refining Ship - in Player Features and Ideas Discussion [original thread]
best idea ive ever seen!
- by Gridan - at 2007.03.22 14:15:00
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9. Next HAC? - in Ships and Modules [original thread]
In my opinion if you're bored of amarr go for the opposite, caldari shield tank + missiles cerberus. Nighthawks have the meanest tank in the game and can muscle through 6-strong gatecamps like its nothing. Im sure you've run into a drake lately t...
- by Gridan - at 2007.03.22 11:32:00
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10. T2 Battleships please. - in Player Features and Ideas Discussion [original thread]
Honestly, I want a ship that people will say, when they see me, "That guy has some SPs" and as of right now there are seriously 1-month old players flying the same ship 3 year old players are. I'm fine with that but the old players should have the...
- by Gridan - at 2007.03.20 13:38:00
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11. T2 Battleships please. - in Player Features and Ideas Discussion [original thread]
All it would be is a sturdier, stronger, battleship that requires more training and isk just like a command ship is to a bc. The role it would fit would be to separate the old players from the nubs and just be a stronger bs as a reward for playing...
- by Gridan - at 2007.03.20 13:34:00
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12. LOG OFF TACTIC THAT MAKES ME SICK SOMETHING MOST CHANGE - in Player Features and Ideas Discussion [original thread]
Nerf logoffs but more importantly, nerf lame gate-camps. Im talking the ones where 5-10 people sit there waiting for their noble "hard-earned" 10v1 vs some semi-afk innocent traveler in his shuttle.
- by Gridan - at 2007.03.20 13:27:00
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13. Nerf Nos - in Player Features and Ideas Discussion [original thread]
Nerf nos, scale it for the sig radius of your target for amount drained and give it some negative effect. Maybe make it slightly damage you per cycle so people don't just mindlessly leave their 6 heavy nos's nosing you but instead have to make a ...
- by Gridan - at 2007.03.20 13:09:00
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14. T2 Battleships please. - in Player Features and Ideas Discussion [original thread]
Using gates, not being such a hassle, being more expendable. Being feasible for running level 4 missions with paying even less attention ^.^
- by Gridan - at 2007.03.20 13:07:00
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15. What is overpowered now? - in Ships and Modules [original thread]
Just so you know, the reason I personally passive shield tank (which I hate doing but I feel I am pigeon-holed into this decision) is the excessive amount of nos thats out there. Id much rather active tank and have slots for mwd/web/scram/EW/anti...
- by Gridan - at 2007.03.20 12:58:00
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16. T2 Battleships please. - in Player Features and Ideas Discussion [original thread]
There are t2 frigs cruisers and bc's, why not bs's? The only reason I sit in a drake every day is because im training for a nighthawk even though what I REALLY want is a t2 raven. All you do is for example: make the shield resists 0/60/62.5/70 j...
- by Gridan - at 2007.03.20 11:38:00
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17. I can play right now due to lag so.... - in Player Features and Ideas Discussion [original thread]
Improve smartbombs, add in skills and mods to improve smartbomb damage, recast, radius, and reduce cap cost. Add in stasis webifier smartbombs with a reduced movement-speed slowing amount, such as 35-45% instead of target webbers that give 75% o...
- by Gridan - at 2006.12.17 21:28:00
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18. If the game is going to lag this bad and trade hubs are unavoidable... - in Player Features and Ideas Discussion [original thread]
Why not just make another server? Would be great for new players starting out so they wouldnt feel hopeless going up against people with 70 million skillpoints and it would drastically reduce lag. Pros: Less lag, chance for newer players to be at...
- by Gridan - at 2006.12.17 21:23:00
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19. SOLO PVP DRAKE NEED HELP - in Ships and Modules [original thread]
I disagree, they are incredibly useful for passive specific hardeners to help maintain cap and free it up for shield boosting instead of hardening. Rigs should make the drake more viable for pvp though on a side-topic. My drake has an excess of c...
- by Gridan - at 2006.12.17 19:21:00
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20. Cap recharge formula changed? - in Ships and Modules [original thread]
Increasing cap maximum doesnt increase recharge time as well so by increasing your cap max by say 25% you get close to a 25% recharge boost as well. This is why the cap maximum rig is far superior to the cap recharge rig, you lose something along...
- by Gridan - at 2006.12.17 18:27:00
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