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581. Mining Ships (Buffs, Nerfs, Changes, and Additions) - in Player Features and Ideas Discussion [original thread]
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- by HELLBOUNDMAN - at 2011.12.22 21:37:00
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582. Mining Ships (Buffs, Nerfs, Changes, and Additions) - in Player Features and Ideas Discussion [original thread]
Alain Colcer wrote: a totally different proposal All barges and exhumers are given a special "ore" bay, where only ore can be stored and nothing else. Mining output is directly placed in the ore bay. All barges and exhumers have large ore bay...
- by HELLBOUNDMAN - at 2011.12.22 00:54:00
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583. Mining Ships (Buffs, Nerfs, Changes, and Additions) - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: Procurer - it'll still be useless. Retriever - no. Covetor - um, it's already there. Hulk only gets 15% yield over the cov. Skiff - so, no change Mackinaw - it only has Ice Harvesting modifiers (25% penalty to dura...
- by HELLBOUNDMAN - at 2011.12.22 00:52:00
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584. Mining Ships (Buffs, Nerfs, Changes, and Additions) - in Player Features and Ideas Discussion [original thread]
Aqriue wrote: May I suggestion: Remove all barges and exhumers period. Fixes that little exploit of instant gratification KM with little risk by popping hulks and rettys. Refund all SP related to industry, skills related to production are not...
- by HELLBOUNDMAN - at 2011.12.21 18:03:00
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585. New Ship Class Idea :3 - in Player Features and Ideas Discussion [original thread]
Axel Greye wrote: Pinky Denmark wrote: Who would like to blindly drop a likely to be super expensive ship into an enemy cyno? who says you have to blindly drop? you can always scout the cyno before you jump to it. it's up to the pilot to m...
- by HELLBOUNDMAN - at 2011.12.21 17:59:00
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586. New Ship Class Idea :3 - in Player Features and Ideas Discussion [original thread]
I would say something in the lines of tanking ability similar to the rattlesnake. However, I would say that they have fairly low dps, perhaps in the 500 dps range. This would basically mean that they're designed to hunt down supply lines, and de...
- by HELLBOUNDMAN - at 2011.12.21 07:01:00
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587. Mining Ships (Buffs, Nerfs, Changes, and Additions) - in Player Features and Ideas Discussion [original thread]
The current problem that mining barges/exhumers have is that barges are pretty useless after training for the next ship (Procurer useless in general) and that the exhumers are a bit OP in their ability where as t2 ships typically focus on a specif...
- by HELLBOUNDMAN - at 2011.12.21 06:01:00
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588. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
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- by HELLBOUNDMAN - at 2011.12.13 05:18:00
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589. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
Morgan North wrote: I'f prefer if the missiles exploded somewhat randly near the vicinity of the target ship, creating that flak/shotgun approach modern missiles use to shoot down planes (Missiles don't impact on the plane, they just explode ab...
- by HELLBOUNDMAN - at 2011.12.10 21:55:00
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590. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: Morgan North wrote: I had a similar Idea for the missile graphics: If you remove the current missile texture and all associate animations, you (the client and the server) are left with the same object tht deals damage. If y...
- by HELLBOUNDMAN - at 2011.12.10 18:30:00
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591. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: HELLBOUNDMAN wrote: This will also allow missile boats to be effective against those annoying little frigs going over 3km/s. Turrets can hit them, but most of the time missiles will burn out before they get there. Now, will...
- by HELLBOUNDMAN - at 2011.12.09 19:31:00
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592. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: yeah, I know. But getting ganked 4 times in a row, I just said "forget it". anyway, the way you're talking about explosion velocity makes it sound like you don't know what it is. It has nothing in relation to the velocity tha...
- by HELLBOUNDMAN - at 2011.12.09 18:58:00
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593. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
Velicitia wrote: (long post showing why explosion velocity matters that got ganked too many times to care anymore) Yes, explosion velocity does matter, but if missiles were to travel much faster like say a missile goes 6000m/s for 10 seconds...
- by HELLBOUNDMAN - at 2011.12.09 17:30:00
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594. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
DHuncan wrote: 1- I understand you say explosion velocity does not affect directly to the dps? That would be wrong. Explosion velocity directly affects dps. me wrote: Create a new factor and skill called "Missile Dynamics". This factor Det...
- by HELLBOUNDMAN - at 2011.12.08 18:01:00
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595. Another Missile Thread (PVP and animations) - in Player Features and Ideas Discussion [original thread]
I'm not going to sit here and talk about how missiles are so much better or how they're so much worse. I'm not even gonna talk about how that most of them are long range but most effective at close range. What I'm here to say it that missiles ne...
- by HELLBOUNDMAN - at 2011.12.08 05:16:00
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596. Can Missile users get some options? - in Ships and Modules [original thread]
Jayrendo Karr wrote: Missiles are perfect as is, they do consistent damage but less of it. They are immune to energy vampires/cap neut They have no falloff or optimum range. Missiles are made for long battles in both PVP and PVE (Why else wou...
- by HELLBOUNDMAN - at 2011.12.07 17:37:00
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597. Can Missile users get some options? - in Ships and Modules [original thread]
m3talc0re X wrote: The image I added should help clarify what I'm meaning. But Assaults (not hams) are an oddball system. They're like, small blasters meant for cruisers. This also points out the fact that turrets get various sizes per gun size...
- by HELLBOUNDMAN - at 2011.12.07 06:14:00
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598. Can Missile users get some options? - in Ships and Modules [original thread]
m3talc0re X wrote: HELLBOUNDMAN's post is probably the least biased response I've seen in this thread... I agree with what you said, and it's all been discussed before. One of the problems though is that CCP said when they make missiles go too ...
- by HELLBOUNDMAN - at 2011.12.07 03:45:00
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599. Can Missile users get some options? - in Ships and Modules [original thread]
make missiles more pvp viable greatly increase velocity Greatly reduce flight time Remove explosion velocity and related skills for an accuracy skill. Balance dps/rate of fire/etc. as needed. Missile become more pvp viable. then, if wanted, ...
- by HELLBOUNDMAN - at 2011.12.05 20:28:00
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600. Industrials and Their Lack of Balance - in Player Features and Ideas Discussion [original thread]
+1 Even though I have an itty 5, I have an alt with a badger II and it sucks when using it to assist in mining. Freaking hulk fills it up in like 12 minutes.
- by HELLBOUNDMAN - at 2011.12.03 03:05:00
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