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121. Isn't it about time you fix Minnie HACs CCP?? - in Player Features and Ideas Discussion [original thread]
It's been a bit since this has been brought up, but now that the Hurricane Fleet Issue has been around for a while, it's becoming increasingly clear that the Muninn has simply been replaced by the new fleet Cane. The roles of the two ships are ide...
- by James Zimmer - at 2016.04.28 13:15:33
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122. Better Lowslot Cap Options - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: I don't have cap issues running missions. Can you link your ship and fit so we can actually see what the problem is? Also, why 'except cap batteries'? Because you hate them, they don't support your argument.... why 'ex...
- by James Zimmer - at 2016.04.28 03:44:27
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123. Better Lowslot Cap Options - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: And I mean there are just no good high slot tracking mods ccp get on that There are plenty of high slot tracking mods: They're called smaller guns.
- by James Zimmer - at 2016.04.28 03:38:59
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124. Better Lowslot Cap Options - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: James Zimmer wrote: a lowslot module that adds capacitor amount and decreases the recharge time Power diagnostic system. it also adds grid and shield capacity. Now, where's the downside to your module? Cap booster...
- by James Zimmer - at 2016.04.28 03:36:51
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125. Better Lowslot Cap Options - in Player Features and Ideas Discussion [original thread]
Right now, there is a big divide between PvE ships and PvP ships. A large part of this is due to capacitor. For raw performance, a cap booster blows everything else out of the water. I recently did a test, and with an MWD Maller, you will have bet...
- by James Zimmer - at 2016.04.26 13:12:52
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126. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game. Another issue that I personal...
- by James Zimmer - at 2016.04.21 01:15:16
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127. AT Prize ships must be a mistake! - in EVE Alliance Tournament Discussion [original thread]
I, like many others, want to see these ships exploding in future AT touraments, so I would like them to be very good and viable, but not too oppressively strong. The Imp: To me, it doesn't feel Sansha enough. It feels like a buffed Sucubus with s...
- by James Zimmer - at 2015.06.28 01:31:48
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128. Making mining fleets more social - in Player Features and Ideas Discussion [original thread]
Making mining more interactive would be great for the game. A lot of current mining is done my multiboxers and semi AFK miners. Mining has so little complexity that these are valid strategies, and the only real metrics toward profit are numbers, S...
- by James Zimmer - at 2015.06.25 15:07:56
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129. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Drifter superweapons sometimes drop, giving supcap pilots an "I win" button.
- by James Zimmer - at 2015.06.25 13:40:22
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130. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
CCP Terminus wrote: James Zimmer wrote: The greater question is: What would I do with a 658 DPS tank Rattlesnake? There are much better options for virtually every mission and deadspace plex, so wormholes probably, C2s specificly because it ...
- by James Zimmer - at 2015.06.25 11:45:46
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131. Sticky:Dev Blog: Fleet Warp Changes - Coming in August Release - in EVE Information Portal [original thread]
Warp coordination will be difficult with different warp speeds (I.E when you use cruiser logistics wiyh your battleship fleet). Could be fun timing it out, though that's going to be terrible in big systems like my home in Thera. Staging locations ...
- by James Zimmer - at 2015.06.25 11:40:15
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132. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
This takes the worst out of it. Now it's just a nerf to combat probing, which isn't a terrible thing in my opinion. Thanks CCP for listening!
- by James Zimmer - at 2015.06.24 19:39:56
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133. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
Destoya wrote: I was unable to reproduce the same results until you take things into ludicrous levels to try to prove something that doesn't exist. Keeping at least 3 damage mods slots free and a slot for an afterburner the best tank is still...
- by James Zimmer - at 2015.06.24 18:00:58
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134. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
CCP Terminus wrote: So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting. It was mentioned that Shield Rechargers are used in passive PvE shield t...
- by James Zimmer - at 2015.06.24 15:12:33
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135. The Imperfection of the Marauder Class - in Player Features and Ideas Discussion [original thread]
Personally, I would like to see Marauders lose the tractor bonus and gain 1 gun since their DPS isn't really all that fantastic right now. 2 utility highs plus bastion is plenty, and I always thought a tractor beam bonus on an otherwise bad*** com...
- by James Zimmer - at 2015.06.24 14:18:13
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136. EWAR Changes - in Player Features and Ideas Discussion [original thread]
I disagree. I think that 10 battleships should not beat 100 battleships just because the 10 are flying with a couple triage carriers. If it's a straight DPS war, maybe, but I think that the 100 should have some options on ways to break the carrier...
- by James Zimmer - at 2015.06.24 12:05:43
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137. EWAR Changes - in Player Features and Ideas Discussion [original thread]
Nasar Vyron wrote: Alexis Nightwish wrote: James Zimmer wrote: snip 1. No more EWAR immunity. Increase EWAR resistance in certain modes? Sure, but not immunity. snip I've actually suggested this in the past. It's really stupid that the...
- by James Zimmer - at 2015.06.23 22:55:45
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138. Sticky:[Aegis] More balance! - Ishtars, DDAs and the Tempest - in Player Features and Ideas Discussion [original thread]
MeBiatch wrote: Alexis Nightwish wrote: Please don't use the Gila as a reference to a balanced drone boat. :( It's one of the three most broken cruisers in the game. tell this to me after the new patch when typhoons will be blapping them...
- by James Zimmer - at 2015.06.23 22:03:36
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139. EWAR Changes - in Player Features and Ideas Discussion [original thread]
Right now, fleet warfare is pretty dull. It's mostly a DPS/logi war. F1 DPS pilots are used constantly because outside of small gangs, that is simply the correct thing to bring to the fight. EWAR is supposed to be a force multiplier, but in the cu...
- by James Zimmer - at 2015.06.23 19:36:03
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140. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
How does this increase participation for the average player? FCs will still be able to fleet warp their fleets to members so if I'm an F1 damage dealer, I'm still pretty mindless. What it does change is the balance of a lot of tactics, particularl...
- by James Zimmer - at 2015.06.23 15:32:36
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