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41. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Juliette DuBois close: Blasters > AC = Laser (within 5km and at point blank lasers are worst off with tracking) med: Laser > AC = Blasters long: Laser >>> AC > Blasters So Lasers are equal to AC's at c...
- by Isabelle Sparks - at 2009.10.03 16:40:00
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42. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Uncle Smokey It is natural for any kind of battery to hit the exact same spot. For one to miss, while the rest of the battery hits is absurd. But considering the impossibly short ranges of weapons, it is obvious that EvE nev...
- by Isabelle Sparks - at 2009.10.02 10:24:00
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43. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Liang Nuren Ed: Don't get me wrong - I think having a high alpha is a great change , but I'm not sure it's a great boost . I think if you have loged in and check how they work, you'll agree that the difference in usage is...
- by Isabelle Sparks - at 2009.10.01 20:30:00
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44. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Liang Nuren Originally by: Isabelle Sparks Also, before where it might have taken 6 BS's to one shot something, now it will only takes 6-7. So no matter what, you cannot say that the alpha is a nerf. It is better, pe...
- by Isabelle Sparks - at 2009.10.01 19:55:00
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45. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Bomberlocks Edited by: Bomberlocks on 01/10/2009 18:51:16 I got pretty worked up last night after testing out the differences on Sisi. Problem: - Large artillery would only be good for one-shot hit-and-run volleys. Th...
- by Isabelle Sparks - at 2009.10.01 19:04:00
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46. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored MASSIVE THREAD DERAILMENT INCOMING: Originally by: William Caldon I really have issues with nerfing laser tracking as everyone else has multiple ways of getting out our optimal. (Speaking as an Amar...
- by Isabelle Sparks - at 2009.10.01 18:36:00
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47. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Isabelle Sparks Alpha is fun, but not really that effective functionally. Aside from all of the discrete graphs and all that, nobody has mentioned lost damage due to overkill. If you fire at a ship with 1000hp left and hit ...
- by Isabelle Sparks - at 2009.10.01 14:14:00
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48. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Secluse [list=1][*]The increase in tracking to mid-range ammo is directly offset by the reduced damage. I have yet to find a single circumstance where I would rather have the tracking over the damage, the most extreme real ...
- by Isabelle Sparks - at 2009.10.01 13:40:00
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49. Lets remove Microwarp drives from the game! - in Player Features and Ideas Discussion [original thread]
I like the idea, especially that it would be a nice nerf to the overpowered missile boats.
- by Isabelle Sparks - at 2009.10.01 10:37:00
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50. Why do ppl say gallente suck? - in Ships and Modules [original thread]
Originally by: TrollmoreX Originally by: Isabelle Sparks Edited by: Isabelle Sparks on 29/09/2009 20:10:31 Originally by: bloodlust priest "dear ccp pls make my close range guns less close range, although i fully unders...
- by Isabelle Sparks - at 2009.09.29 20:34:00
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51. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Etho Demerzel Blasters should certainly be looked at next. Either that or lasers should be nerfed as said above. Nerfing Lasers would be a lot easier. Instead of chaning the entire world around them. It is funny how peo...
- by Isabelle Sparks - at 2009.09.29 20:17:00
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52. Why do ppl say gallente suck? - in Ships and Modules [original thread]
Originally by: bloodlust priest "dear ccp pls make my close range guns less close range, although i fully understood that having the closest range guns would mean i wouldnt have the same range as if i had choosen lasors i figured id wait 6...
- by Isabelle Sparks - at 2009.09.29 19:57:00
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53. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Roland Thorne It would be cool, but it doesn't directly fix ammo. It certainly would fix a lot of the blaster problems. Imagine a RR Mega Gang that could tractor the other fleet in blaster range in a timely manner. AC'...
- by Isabelle Sparks - at 2009.09.29 19:41:00
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54. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seishi Maru Originally by: NightmareX Edited by: NightmareX on 29/09/2009 17:42:23 Originally by: Etho Demerzel Blasters are broken when comapred to pulses and they must be fixed. Evenso they are slightly...
- by Isabelle Sparks - at 2009.09.29 19:12:00
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55. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Liang Nuren Originally by: Proxyyyy "Falloff is a benefit not realy a large downside" ... Ive stated many times, about the damage calculation for falloff, so its half damage compared to no damage. and if that is th...
- by Isabelle Sparks - at 2009.09.29 17:37:00
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56. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Roemy Schneider Originally by: ccp nozh About the optimal range and tracking increases people are asking about. With a greatly increased alpha tracking becomes even more important, since a single shot counts more. Wi...
- by Isabelle Sparks - at 2009.09.29 11:59:00
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57. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Beverly Sparks One of the false equality lies in that CCP think that falloff and optimal balance out at 1:1. Meaning Optimal+falloff should equal Optimal+falloff roughly. This is not true in the slightest. For every km of ...
- by Isabelle Sparks - at 2009.09.28 20:27:00
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58. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Fon Revedhort Originally by: Etho Demerzel So either the design goal was badly thought and need to be abandoned OR alpha-strike as an advantage must be abandoned and something else must be given to artillery ( as th...
- by Isabelle Sparks - at 2009.09.28 19:54:00
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59. Help me fit a Caracal - in Ships and Modules [original thread]
Originally by: Dawn Scott Edited by: Dawn Scott on 28/09/2009 14:51:44 There are some of these shield items I cant use, anything I can use to make up for it? Just use whatever T1 module you can afford, and get training. Engineerin...
- by Isabelle Sparks - at 2009.09.28 17:51:00
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60. Help me fit a Caracal - in Ships and Modules [original thread]
Originally by: Dawn Scott Can I get stronger Missile launchers? Not too much of a point really, the difference is marginal when considering intended target, fitting etc etc. Get a Drake for level 3's as soon as you can. Then you can ...
- by Isabelle Sparks - at 2009.09.28 14:41:00
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