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1. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
If there's one gripe I have, it's that attack battleships are either overshadowed by ABCs (a faster platform with the same caliber of firepower) in the Attack role, or by combat BS in the tank and gank aspect. With the new stats, we have ships tha...
- by JamesCLK - at 2013.04.10 20:36:00
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2. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
Something just occurred to me... Would a mass reduction role bonus for Attack Battleships be out of place?
- by JamesCLK - at 2013.04.10 12:11:00
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3. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
I want that Mega in so many ways right now...
- by JamesCLK - at 2013.04.10 11:57:00
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4. Bumping cruise missiles - in Player Features and Ideas Discussion [original thread]
Base damage would have to be scaled down and the multiplier would need to flatten out eventually, but I actually like the range damage multiplier idea.
- by JamesCLK - at 2013.04.09 19:49:00
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5. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Vaju Enki wrote: Don't overbuff armor. I agree, we should nerf shield tanking too.
- by JamesCLK - at 2013.01.31 08:47:00
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6. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Active tanks in DUST 514 have the repairs spread across 5 pulses in the duration of the cycle. I'm wondering if this would be appropriate for Armour tanking in EVE... Instead of getting the repairs at the end of the cycle, distribute them into p...
- by JamesCLK - at 2013.01.30 13:30:00
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7. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Confirming making your own nanite paste is free!
- by JamesCLK - at 2013.01.29 20:51:00
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8. [Retribution 1.1] Armor Tanking 2.0 - in Player Features and Ideas Discussion [original thread]
Armour tanking 2.0: Still a band aid on a sucking chest wound.
- by JamesCLK - at 2013.01.23 14:17:00
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9. Sticky:[Retribution 1.1] Black Ops Little Things - in Player Features and Ideas Discussion [original thread]
Silk75 wrote: Good changes, but can the non-Prowler Blockade Runners all get a 2nd high so a cov ops cloak AND a covert cyno can be fitted? This; and now might also be a good time to apply tiericide to haulers...
- by JamesCLK - at 2013.01.21 17:19:00
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10. Sticky:[Retribution 1.1] Black Ops Little Things - in Player Features and Ideas Discussion [original thread]
Fon Revedhort wrote: Would be nice to have an option of opting out from hot-dropping faggotry for k-space as well. Hi-sec? I really really like the idea of slapping a covert cyno on a blockade runner...
- by JamesCLK - at 2013.01.21 17:05:00
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11. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: No to all besides the moa changes. These are meant to be tankier than the attack cruisers so make the other 3 armour tankers. I agree. But the problem there is with attack cruisers, and I didn't want to suggest attack cru...
- by JamesCLK - at 2012.10.09 15:14:00
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12. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
My suggested changes: Maller: Needs a utility high slot, at the cost of a low. It should also gain a 15/15 drone bay. Slot layout: 6 H (+1), 3 M, 5 L (-1), 5 turrets. Drones (bandwidth / bay): 15 / 15. Moa: Needs another mid, at the cost...
- by JamesCLK - at 2012.10.09 14:27:00
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13. Sticky:Existing destroyer rebalancing for winter - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium, I love you! Now give ALL the Gallente boats ship mass love (especially the Thorax) <3
- by JamesCLK - at 2012.10.07 09:56:00
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14. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: JamesCLK wrote: Well, that, and a hell of a lot of drones are redundant and useless (EM and KIN drones, damp drones, most heavy drones, the list goes on...). Drones in general need a look at, and to his credit, CCP Ytterb...
- by JamesCLK - at 2012.10.05 13:54:00
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15. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
Vladimir Norkoff wrote: Omnathious Deninard wrote: So what you are saying is that a group of 2 heavy 2 medium and 1 small is better at hitting a player than a dumber than a box of rocks npc rat? Despite heavy drones having bad tracking and ...
- by JamesCLK - at 2012.10.05 07:43:00
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16. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
Tsubutai wrote: If the thorax is the 'attack' cruiser and the vexor is the 'combat' one, why are their speeds so similar? For shield tanked setups with no speed-affecting mods, the thorax MWDs at 1.99 km/s while the vexor does 1.91. That's hard...
- by JamesCLK - at 2012.10.03 17:57:00
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17. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
I am somewhat disturbed by the fact that the mass stat hasn't been altered, as it plays a significant role in the effectiveness of propulsion modules and agility on these ships.
- by JamesCLK - at 2012.10.03 11:52:00
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18. Sticky:[Winter] Combat Cruisers - in Player Features and Ideas Discussion [original thread]
Oh my~ :swoon:
- by JamesCLK - at 2012.10.02 12:37:00
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19. Overview Filters (mockup included) - in Player Features and Ideas Discussion [original thread]
Unified Overview? :colbert: I like it.
- by JamesCLK - at 2012.09.29 12:35:00
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20. Warp Drive Active: On Dynamic World Events - in Player Features and Ideas Discussion [original thread]
Please discuss it on the next episode of WDA too! :D
- by JamesCLK - at 2012.09.11 09:59:00
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