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21. Assault Frigate Role Ideas - in Player Features and Ideas Discussion [original thread]
I like the idea of a realistic supcap way to counter fighters, which really doesn't exist right now for any type of semi-massed carrier fleets, and I like the idea of reinvigorating AFs. However, I think anti-fighter is too narrow. I think it woul...
- by James Zimmer - at 2017.05.07 22:15:46
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22. Weapons Impact Movement Like Armor Plates - in Player Features and Ideas Discussion [original thread]
TLDR: Make weapons impact speed and align times like armor plates. Bigger and long range guns have a bigger penalty over smaller and short range weapons. Background: Right now, weapon selection is a little bit boring. For big fleets, more...
- by James Zimmer - at 2017.05.07 21:57:49
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23. Small Structures...(Or how I would do them!) - in Player Features and Ideas Discussion [original thread]
Makes sense to me. It would allow small corps to put up infrastructure for a limited purpose and/or short duration at a reasonable cost without all the strategic implications of current POSs as capital staging points.
- by James Zimmer - at 2017.04.21 14:52:15
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24. Let strategic cruisers refit in space without a mobile depot - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: #1 is also not actually possible due to coding, at least not in any meaningful sense. You can set your intended velocity to zero, and it will drop until CCP.Round gets bored and says it's zero, but once you've moved y...
- by James Zimmer - at 2017.04.20 22:49:19
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25. Let strategic cruisers refit in space without a mobile depot - in Player Features and Ideas Discussion [original thread]
Wander Prian wrote: 2) The timer would be longer as it's a special case thing 3) Probably not possible due to coding 4)100% not possible due to game-coding. 2. Difference of opinion, but you could do the same time or longer if you wanted ...
- by James Zimmer - at 2017.04.20 22:34:27
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26. Capital EW ships instead of Titan EW defence nerf - in Player Features and Ideas Discussion [original thread]
I like the idea, but I would modify it a bit. In general, I think EWAR support to a fleet should allow you to hit above your class. Capital EWAR would just give you some more options to hit at your class. I would say there should be battleship-si...
- by James Zimmer - at 2017.04.20 22:25:29
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27. Let strategic cruisers refit in space without a mobile depot - in Player Features and Ideas Discussion [original thread]
Rhyme Bittern wrote: The point of t3 strategic cruisers is not power, but versatility. As noted by devs, they should not be better than dedicated ships, but they should be able to fill many of their various roles. In the coming t3 balance, man...
- by James Zimmer - at 2017.04.20 22:04:37
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28. Light carrier - cloaky hunter - in Player Features and Ideas Discussion [original thread]
I have mixed feelings about this. On one hand, cloaky campers who can sit afk all day, with the ability to hotdrop the entire world onto your ratting or mining op at a moment's notice is broken bad. There should be more effort required to shut do...
- by James Zimmer - at 2017.04.20 19:24:45
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29. Rethinking Cruiser Balance - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Also anything that lets a brawling ship close faster lets a sniper run away faster. Making a ship that can only use short-range weapons faster than a ship that can use long-range weapons would make brawlers faster w...
- by James Zimmer - at 2017.03.07 21:51:36
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30. Rethinking Cruiser Balance - in Player Features and Ideas Discussion [original thread]
Scipio Artelius wrote: James Zimmer wrote: The deal with the higher speed for the short range ships is to reinvigorate a brawling vs. kiting meta. I feel brawling is at a substantial disadvantage when compared with kiting right now, and that...
- by James Zimmer - at 2017.03.07 21:27:04
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31. Rethinking Cruiser Balance - in Player Features and Ideas Discussion [original thread]
elitatwo wrote: I like the result of the tiericide project just fine as it turned out. Maybe some cruisers can use a little closer look but that's about it. The special snowflake case ships turned out more or less okay and with the t2 logi som...
- by James Zimmer - at 2017.03.06 20:52:00
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32. Rethinking Cruiser Balance - in Player Features and Ideas Discussion [original thread]
The deal with the higher speed for the short range ships is to reinvigorate a brawling vs. kiting meta. I feel brawling is at a substantial disadvantage when compared with kiting right now, and that kiting is just a smarter thing to do. Giving the...
- by James Zimmer - at 2017.03.06 20:37:10
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33. CCPlease, Make the Corax Great...for once. - in Player Features and Ideas Discussion [original thread]
Amojin wrote: ...who the hell uses a destroyer? I mean, seriously? It's like the worst of both worlds, you're bigger than a frig, slower, and still weakly tanked, sitting between frigs and cruisers is, to me at least, a no man's land to be by...
- by James Zimmer - at 2017.03.05 23:59:30
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34. Player Search in Fleets - in Player Features and Ideas Discussion [original thread]
I agree with the OP. It's a simple quality of life improvement, and if you never use it, it doesn't harm you at all. In addition, I would like the search to be tied to assisting drones, so you can assist drones without delicately navigating your m...
- by James Zimmer - at 2017.03.05 23:42:13
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35. AD SIGNATURE ID TO DEFAULT BOOkMARK WHEN RIGHT CLICKED - in Player Features and Ideas Discussion [original thread]
Yes
- by James Zimmer - at 2017.03.05 23:34:06
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36. Rethinking Cruiser Balance - in Player Features and Ideas Discussion [original thread]
Rethinking Cruisers. Right now, there are a ton of combat cruisers that generally do very similar things. In a lot of ways, T1, navy, and T2 cruisers share exactly the same space in the balance of the game with navy and T2 just being better. ...
- by James Zimmer - at 2017.03.05 23:25:37
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37. Cyno Balance - in Player Features and Ideas Discussion [original thread]
Jerghul wrote: The core problem seems to be the extraction. Increase risk by using a cloak timer. IF you use a cyno, THEN you cannot cloak for an undefined period of time. This method hits risk versus reward by increasing risk instead of decr...
- by James Zimmer - at 2017.01.09 18:48:50
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38. Cyno Balance - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: Apparently cynos is this seasons "highsec ganking/wardec" level issue for nullsec. Same level of compelling argument on the "it needs changed cause I don't like it" side. Actually, looking at it again, I'm seeing you use t...
- by James Zimmer - at 2017.01.01 04:06:43
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39. Cyno Balance - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: James Zimmer wrote: In Eve, there is a term: Risk vs. Reward. You can't run level 4s in a Rifter, because it would break the game. You would be risking too little in order to have too large of an impact on the game. Much ...
- by James Zimmer - at 2017.01.01 03:46:27
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40. Cyno Balance - in Player Features and Ideas Discussion [original thread]
Cade, I pulled the most relevant statistics that I could find, unfortunately, they didn't cover large periods of time. If you have better statistics, by all means, bring them into the conversation. I'd like to see them. Droppers generally don't ...
- by James Zimmer - at 2016.12.26 19:34:36
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