Pages: [1] 2 3 |
1. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
Get rid of local chat and replace it with constellation chat. Therefore the social aspect is maintained whilst the use as an intel tool is heavily nerfed.
- by JD No7 - at 2015.02.28 14:57:44
|
2. A small boost to the Syndicate LP store - in Player Features and Ideas Discussion [original thread]
NPC Null needs a fix full stop. But this would also be nice for our glorious Syndicate!
- by JD No7 - at 2014.06.13 22:03:00
|
3. Sticky:[Rubicon 1.x] Drone Assist change - in Player Features and Ideas Discussion [original thread]
Just remove the assist mechanic. It's ********.
- by JD No7 - at 2014.02.06 23:42:00
|
4. Sticky:[Rubicon 1.1] Omnidirectional Tracking Links - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: James Amril-Kesh wrote: Well I was rather disappointed that there were no balance changes for this point release. We made balance changes to interceptors, drones, and a whole heap of modules in 1.1. Fozzie, when can w...
- by JD No7 - at 2014.02.05 23:20:00
|
5. Sticky:[Rubicon 1.1] Interceptor Agility Tweak - in Player Features and Ideas Discussion [original thread]
Alx Warlord wrote: Sixx Spades wrote: MonkeyMagic Thiesant wrote: Pods warp in 0.08 seconds. Pods aren't bubble immune. Nor Smartbomb imune... And How about put FoF missiles some use??? Smartbombs can work but easily avoided usin...
- by JD No7 - at 2014.01.20 01:19:00
|
6. EVE Online: Revolution (0.0 THEME FOR WINTER EXPANSION) - in Player Features and Ideas Discussion [original thread]
Some really nice ideas.
- by JD No7 - at 2014.01.19 18:49:00
|
7. Non-DED Sites: different reward system - in Player Features and Ideas Discussion [original thread]
Escalations can be very good reward, and are quite fun.
- by JD No7 - at 2014.01.19 18:26:00
|
8. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
MWD disabler. Disables all MWDs within 20km. Viva la afterburner!
- by JD No7 - at 2014.01.19 18:24:00
|
9. Sticky:[Rubicon 1.1] Interceptor Agility Tweak - in Player Features and Ideas Discussion [original thread]
Iudicium Vastus wrote: JD No7 wrote: This. As it stands they are virtually uncatchable, even with sensor boosts etc. Stupidly easy to get a cyno into system now . But doesn't that get you those sought after fights? As others say no...
- by JD No7 - at 2014.01.19 15:11:00
|
10. The Schizophrenic Battleship - in Player Features and Ideas Discussion [original thread]
I think you have a point. I'd like to see 10-20% more dps, 25% more ehp and a gallente and minmatar EW boat (damps and TPs would be good to leave the recon specialisms for tackling intact).
- by JD No7 - at 2014.01.18 08:51:00
|
11. Sticky:[Rubicon 1.1] Interceptor Agility Tweak - in Player Features and Ideas Discussion [original thread]
Swiftstrike1 wrote: Here's a hypothetical question for you CCP. In your opinion, what sort of scan resolution should be required to catch an interceptor after it has just jumped through a stargate? This. As it stands they are virtually uncat...
- by JD No7 - at 2014.01.16 13:39:00
|
12. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
Would like to know where the Devs plan to go with these ships before they get too far down the line please!
- by JD No7 - at 2013.08.18 14:49:00
|
13. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
Caleb Seremshur wrote: what exactly should a comba recon be able to do as a role? Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic counte...
- by JD No7 - at 2013.08.09 14:53:00
|
14. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
Caitlyn Tufy wrote: Posting in a stealth "buff Falcons" post. Not at all. Force Recons are fine as they are. Combat Recons is what I'm focused on.
- by JD No7 - at 2013.08.09 13:38:00
|
15. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
If the 3 links for Tech 3's is Viable, would be great if that made the 1.1 patch too.
- by JD No7 - at 2013.08.09 11:40:00
|
16. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the futu...
- by JD No7 - at 2013.08.09 11:37:00
|
17. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
Dinsdale Pirannha wrote: I have a shield tanked Arazu with an 18 km scram, MwD, 45K tank, and DPS around 490 before O/H. I am fairly certain that ship will get nerfed. T1 cruisers are better that that, apart from the scram range...
- by JD No7 - at 2013.08.08 12:23:00
|
18. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
The 1 minute activation timer is possibly the worst dev fix I've seen. Give it the Logi type timer, or leave it alone. Don't break on grid boosters because the code is hard to fix.
- by JD No7 - at 2013.08.08 07:30:00
|
19. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
Some good ideas here, I'd propose from them: A little more speed for the slower ships Addition of the 50% MWD sig role bonus same as HACs, to give synergy with that fleet (and useful all round) Alter slot layout - take away high slots and give 1 ...
- by JD No7 - at 2013.08.07 08:05:00
|
20. Devs - Oddysey 1.1 changes, and small-medium fleet balance - RECON ships - in Player Features and Ideas Discussion [original thread]
I've been observing the new AHAC, CS and Link changes and keeping an eye on how they affect fleets, and I'm coming away with some very serious concerns. ATM Tier 3's dominate the 10-30 man roaming gang meta. The changes to AHACs give a solid resp...
- by JD No7 - at 2013.08.05 14:00:00
|
Pages: [1] 2 3 |
First page | Previous page | Next page | Last page |