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41. Emergency Shield and Armor Energizers (Bombing for for subcaps) - in Player Features and Ideas Discussion [original thread]
Aliventi wrote: I agree that it should be possible to repair so you can get more cycles out of it. I'm not supporting this, I'm only informing you how this would be abused. Aliventi wrote: The 10%/sec for 6 seconds might work, but I ...
- by Hopelesshobo - at 2016.02.20 22:26:00
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42. Too Many Gimmicks - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: So howabout having different sizes of MJD, small that jumps a ship 25km, medium jumps a ship 50km, and large jumps a ship 100km. Now I'll completely remove the gimmick by allowing ships to fit any size they want if th...
- by Hopelesshobo - at 2016.02.20 22:01:50
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43. Subscription prices - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: Bumblefck wrote: Perhaps overthrowing your government and installing one that fixes more favourable exchange rates might be an option? I've considered that, but dude, do you have any idea how much paperwork is involved ...
- by Hopelesshobo - at 2016.02.20 19:27:08
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44. Emergency Shield and Armor Energizers (Bombing for for subcaps) - in Player Features and Ideas Discussion [original thread]
Aliventi wrote: Once per fight won't be enough. A bomber can reload and launch another bomb in 67.5 seconds. When we are talking about SOV fleet fights that stretch into 30, 45, 60 minutes and beyond a single activation simply won't be enough....
- by Hopelesshobo - at 2016.02.20 19:22:33
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45. Fleet SKINs - in Player Features and Ideas Discussion [original thread]
I would rather see a fleet/corp/alliance emblem vs a full blown skin I'm forced to look at when I didn't buy it in the first place for a reason.
- by Hopelesshobo - at 2016.02.18 18:44:47
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46. Sticky:[March] Cap Batteries - in Upcoming Feature and Change Feedback Center [original thread]
Khan Wrenth wrote: Perhaps I'm being a little harsh. Someone posted an idea about fitting these to cap-chaining logi ships, and that's actually a great point. Beyond that, I've found and/or heard of like, four fits across hundreds of ships in ...
- by Hopelesshobo - at 2016.02.18 09:13:44
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47. Sticky:[March] Cap Batteries - in Upcoming Feature and Change Feedback Center [original thread]
I'm still wondering if the neut resistance bonus will be added to the fitting window, or if it will remain a hidden stat that will only be revealed by my calculator on my desk.
- by Hopelesshobo - at 2016.02.18 06:30:37
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48. Warp core Stabs shouldnt work on grid with acceleration gates. - in Player Features and Ideas Discussion [original thread]
W0lf Crendraven wrote: Why are people thinking im salty or mad or something. Its not hard to kill them, nor is it rewarding. Its just bad gameplay, it promotes afk farming and its counter pvp productive. If they are AFK, no amount of WCS wil...
- by Hopelesshobo - at 2016.02.18 06:24:07
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49. Targeting through double clicking - in Player Features and Ideas Discussion [original thread]
Freelancer117 wrote: Less "TAB-targeting" would be preferred yes Then unbind tab from anything you have related to targeting.
- by Hopelesshobo - at 2016.02.17 21:11:53
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50. Revisiting the Nestor bonuses and roles and adding ship modes - in Player Features and Ideas Discussion [original thread]
So when I fit the ship I make sure to be in the covert ops mode so I can fit a covert ops cloak, I then undock, cloak up, and swap to the tactical defense mode and profit???
- by Hopelesshobo - at 2016.02.16 21:04:24
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51. 1v1 combat refitting and Warp Core Stabs for running away - in Player Features and Ideas Discussion [original thread]
Arya Regnar wrote: Okay, lets call it 1v1 limited engagement with outsider help. So it's a 2v1... Arya Regnar wrote: What I don't like is the asymmetrical treatment of refitting options that favor the guy wanting to run away making thi...
- by Hopelesshobo - at 2016.02.16 21:01:51
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52. I want a new feature - in Player Features and Ideas Discussion [original thread]
I want a new feature as well, it would mandate people to have an actual title that briefly describes their idea.
- by Hopelesshobo - at 2016.02.15 23:49:01
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53. Please Remove Empty Skill Books - in Player Features and Ideas Discussion [original thread]
pajedas wrote: . ..
- by Hopelesshobo - at 2016.02.15 09:10:21
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54. End of the Great Debate - High Sec Ganking Remedy - in Player Features and Ideas Discussion [original thread]
So personally, ever since CCP banned broadcasting, I have never felt safer in highsec. The only part I think is OP in regards to ganking is being able to bump someone as much as they want at no cost, but that's an entire other threadnaught. Cae...
- by Hopelesshobo - at 2016.02.15 07:09:39
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55. Sticky:[March] Cap Batteries - in Upcoming Feature and Change Feedback Center [original thread]
CCP Fozzie wrote: Hopelesshobo wrote: Is it safe to assume that there will be stacking penalty on the nos/neut resistance? Yup it gets the same kind of stacking interaction as armor/shield hardeners. Will we be getting the nos/neut res...
- by Hopelesshobo - at 2016.02.12 16:06:50
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56. Sticky:[March] Sensor and ECCM Module Merger/Tiericide - in Upcoming Feature and Change Feedback Center [original thread]
SilentAsTheGrave wrote: Hopelesshobo wrote: This is the change ECCM/ECM has needed so people will stop complaining about ECM being OP so much. Give value to the module that isn't niche so people will actually have a module that gives them a ...
- by Hopelesshobo - at 2016.02.11 20:48:14
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57. Sticky:[March] Damage Control Tiericide - in Upcoming Feature and Change Feedback Center [original thread]
CCP Fozzie wrote: 2) Making all Damage Controls passive modules Not empty quoting
- by Hopelesshobo - at 2016.02.11 20:26:36
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58. Sticky:[March] Cap Batteries - in Upcoming Feature and Change Feedback Center [original thread]
Is it safe to assume that there will be stacking penalty on the nos/neut resistance?
- by Hopelesshobo - at 2016.02.11 20:23:19
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59. Sticky:[March] Sensor and ECCM Module Merger/Tiericide - in Upcoming Feature and Change Feedback Center [original thread]
This is the change ECCM/ECM has needed so people will stop complaining about ECM being OP so much. Give value to the module that isn't niche so people will actually have a module that gives them a bonus while on grid when they are not being jammed.
- by Hopelesshobo - at 2016.02.11 20:18:15
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60. Long Range Agility Inhibiters, aka the slingshot module - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: If you lower a ship's agility while they accelerate, and then abruptly end the effect, their velocity will not suddenly increase. There will be no slingshot effect. But.....space magic
- by Hopelesshobo - at 2016.02.11 07:12:05
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