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381. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
James Amril-Kesh wrote: Simple way to keep tracking disruptors from being overpowered? Don't change them at all, and put whatever changes you were thinking of into another module called guidance disruptors. Make it so that ships with tracking...
- by HELLBOUNDMAN - at 2012.09.19 20:29:00
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382. Sticky:[Winter] Attack Cruisers - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Caracal: Cruiser skill bonuses: 5% bonus Rapid Light, Heavy Assault and Heavy Missile Launcher rate of fire 10% bonus to Light, Heavy Assault and Heavy Missile Velocity Slot layout: 5 H, 5 M, 4 L (+2), 2 turrets, 5 launc...
- by HELLBOUNDMAN - at 2012.09.19 20:26:00
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383. Sticky:[Winter] Missile Rebalance + Hurricane tweak - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Why are you nerfing the weapon system when the real problem is two ships? It is true that the use of heavy missiles is very strongly concentrated on the Drake and Tengu at this time. There are some problems with those sh...
- by HELLBOUNDMAN - at 2012.09.19 20:19:00
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384. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
kerradeph wrote: HELLBOUNDMAN wrote: kerradeph wrote: HELLBOUNDMAN wrote: Golem 4 Launcher hard points with bonuses to cruise missiles and torps 3 turret hardpoints with bonuses towards tracking and damage of small hybrid turrets Pal...
- by HELLBOUNDMAN - at 2012.09.19 19:48:00
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385. Missile winterpatch nerf - in Player Features and Ideas Discussion [original thread]
Loius Woo wrote: HELLBOUNDMAN wrote: Loius Woo wrote: The change to how the tracking computers work will make the Raven and the Torp Phoon a plausible PvP ship again. You can use Torps and change between scripts for better damage vs smal...
- by HELLBOUNDMAN - at 2012.09.19 19:46:00
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386. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
kerradeph wrote: HELLBOUNDMAN wrote: Golem 4 Launcher hard points with bonuses to cruise missiles and torps 3 turret hardpoints with bonuses towards tracking and damage of small hybrid turrets Paladin, Vargur, and Kronos 4 turret hard poin...
- by HELLBOUNDMAN - at 2012.09.19 19:38:00
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387. Missile winterpatch nerf - in Player Features and Ideas Discussion [original thread]
Loius Woo wrote: The change to how the tracking computers work will make the Raven and the Torp Phoon a plausible PvP ship again. You can use Torps and change between scripts for better damage vs smaller targets or better projection against la...
- by HELLBOUNDMAN - at 2012.09.19 19:20:00
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388. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
Ryshca wrote: HELLBOUNDMAN wrote: Hell, a marauder pilot coming back in a noctis is more efficient than a marauder. I used to use my spare 3 high slots for smartbombs to take out the close range frigs. Why not giving them a bonus to sl...
- by HELLBOUNDMAN - at 2012.09.19 18:20:00
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389. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
Danel Tosh wrote: I used to use my spare 3 high slots for smartbombs to take out the close range frigs. Actually a bonus to smartbomb damage (or range) to replace the salvageing bonus would be helpfull on many marauders that have difficulty ...
- by HELLBOUNDMAN - at 2012.09.19 16:22:00
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390. Missile winterpatch nerf - in Player Features and Ideas Discussion [original thread]
Robert Caldera wrote: maybe this HML nerf will fix Tengus Online, I hope so at least Except we have a major problem. For mission runners the tengu is pretty much the missile boat the takes the cake. There's no point in training a higher ...
- by HELLBOUNDMAN - at 2012.09.19 15:41:00
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391. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
TheGunslinger42 wrote: The introduction of the noctis and the changes to pirate ships made marauders crap. Machs and noctises all the way. I'd love to see them get buffed or reworked. Particularly if it'd make them useful for PVP. Hell, a...
- by HELLBOUNDMAN - at 2012.09.19 15:29:00
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392. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
stoicfaux wrote: snip On top of that the amount of SP investment to fly a golem is tremendous. You can't use faction launchers. You can't use t1 range rigs. You can't use a t2 shield booster. You must have missile projection and missile bo...
- by HELLBOUNDMAN - at 2012.09.19 02:03:00
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393. Missile Platforms In PVP - in Player Features and Ideas Discussion [original thread]
I seriously just hate waisting volleys. Increase velocity and reduce flight time so that we have the same range, but the first volley will hit before the second is fired. This saves the hastle of counting volleys just to find out that each ship ...
- by HELLBOUNDMAN - at 2012.09.19 01:04:00
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394. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
Veryez wrote: I've used them all w/lvl 5 skills at times, imo the golem is the worst because of 2 things, cycle time on painters and the need to fit 3 of them and the tiny range on torps, thus restricting you to range rigs. Perhaps the latter w...
- by HELLBOUNDMAN - at 2012.09.19 00:32:00
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395. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: Cheopis wrote: Pipa Porto wrote: HELLBOUNDMAN wrote: So, what I want is simple. When I survey scan I either want m3 to show instead of units, or I want m3 to show as well as units. That isn't a bad idea at all. In ...
- by HELLBOUNDMAN - at 2012.09.19 00:04:00
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396. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
Ryshca wrote: missiles do always the same damage if they hit. This is not true. Test it yourself. It is much more effective to hit an approaching frig with missiles than it is to try and hit an orbitting frig with missiles. This is due to t...
- by HELLBOUNDMAN - at 2012.09.18 23:50:00
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397. For the Love of Marauders - in Player Features and Ideas Discussion [original thread]
Ryshca wrote: People complain that the torpedos have too little range, but did you notice that all other marauders have about the same range? First it is with t1 close range ammo, second is with t2 range ammo: Paladin Pulse Laser: 15,0 km +10,0...
- by HELLBOUNDMAN - at 2012.09.18 16:15:00
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398. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Cheopis wrote: I would like to suggest simplification of a system in order to streamline out some complexity which has no function. Right now, when we mine ore, every ore has a different volume per unit. Additionally, different ores require dif...
- by HELLBOUNDMAN - at 2012.09.18 15:33:00
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399. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: HELLBOUNDMAN wrote: Pipa Porto wrote: stuff How do you feel about what I've suggested? (recap) In short so you don't have to go back and read it if you don't want to. All ores/minerals are displayed by their m3 valu...
- by HELLBOUNDMAN - at 2012.09.18 15:22:00
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400. Ore. Simplified. - in Player Features and Ideas Discussion [original thread]
Pipa Porto wrote: stuff How do you feel about what I've suggested? (recap) In short so you don't have to go back and read it if you don't want to. All ores/minerals are displayed by their m3 value and not their unit value including on the ...
- by HELLBOUNDMAN - at 2012.09.18 07:35:00
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