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1. Tech 2 Shuttles *or just improved shuttles* - in Player Features and Ideas Discussion [original thread]
venture springs to mind..
- by Jonas Sukarala - at 2013.06.23 19:43:00
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2. Interceptor Rebalance - in Player Features and Ideas Discussion [original thread]
I would like to see interceptors get the CS treatment and remove the combat/fleet variants and merge them into one. remove the 80% prop cap bonus. give them the extra 2 slots mostly added as mid slots and highs and focus on speedy dps frigs an att...
- by Jonas Sukarala - at 2013.06.23 15:27:00
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3. "More Generalized" T3 Ships - in Player Features and Ideas Discussion [original thread]
Soldarius wrote: If you want a more accurate graphical representation of the current ability of tech 3, take it from it's current position in that chart, move it all the way to the top, and stretch it out so it reaches all the way left and all ...
- by Jonas Sukarala - at 2013.06.21 21:05:00
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4. how about fixing launchers vs guns once and for all? - in Player Features and Ideas Discussion [original thread]
it would be good for consistency and variance if projectiles did behave more like rockets on speed. But it would kill the server to do so i imagine....fozzie said something along those lines . On Beams yes it would be nice if they felt more power...
- by Jonas Sukarala - at 2013.06.21 18:15:00
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5. "More Generalized" T3 Ships - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: max ericshaun wrote: A spork is a free utensil you get with your chalupa at taco bell. A strategic cruiser is a ship that at minimum is double the price of it's T2 variant that runs the risk of you retraining a skill....
- by Jonas Sukarala - at 2013.06.20 19:00:00
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6. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
Rabbit P wrote: Badger has 5 low but the 18588m3 maximum capacity come from just 4 T2 expanders 3700(base) * 1.25 (ship bonus) * 1.15^3 (3 T1 expander rigs) * 1.275^4 (4 T2 expanders) = 18588 the maximum capacity will be 23700 if use all five ...
- by Jonas Sukarala - at 2013.06.20 14:34:00
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7. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: CCP Rise wrote: I want to add to this : CCP Fozzie wanted to troll you guys by leaving the Hoarder, shows how far forum likes get you I guess. Troll is a harsh word. Some specific posters were posting so badly about thi...
- by Jonas Sukarala - at 2013.06.20 13:50:00
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8. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Originally we talked to the art department because we were considering a lot of options that involved either adding or removing art assets (as I've said several times already), and during those discussions it came to light that ...
- by Jonas Sukarala - at 2013.06.20 13:49:00
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9. High Slot Drone Remote Rep Module - in Player Features and Ideas Discussion [original thread]
something like this would have to use cap to be even remotely balanced .. Also i don't think it resolves the problem with drones staying alive . drones shouldn't be tanky it is not very realistic . drones are tiny little things so i could imagine...
- by Jonas Sukarala - at 2013.06.20 13:00:00
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10. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
now you just too make them fittable on said ships like frigates and cruisers as most of the time they cost twice as much to fit than the guns or launchers... its not so much of an issue on battleships because of the fitting requirements of guns an...
- by Jonas Sukarala - at 2013.06.19 15:47:00
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11. EVE Future fitting with new space games comming... - in Player Features and Ideas Discussion [original thread]
Kronos wrote: Hi all, On I liked was Elite showing pirates attacking a cargo ship but not actually killing it, they damaged it enough to cause the cargo to leak out so an be stolen. But ship remains in tact. Maybe the idea could be changed ...
- by Jonas Sukarala - at 2013.06.19 15:17:00
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12. How can the inconsistencies of T2 ships and there manufacturers be fixed. - in Player Features and Ideas Discussion [original thread]
I would like to see the T2 manufacturers have a stronger emphasis each with distinct styles adding a specific bonus .. Viziam manufacturers bonus - 50% armour HP Khanid manufacturers bonus - 20% armour resistances Carthum manufacturers bonus ...
- by Jonas Sukarala - at 2013.06.16 20:04:00
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13. Drone Management during combat - in Player Features and Ideas Discussion [original thread]
This would be nice but also a way to repair the drones in the dronebay would make more sense really as well as a drone overhaul on reducing their sig radius and improve their survivability aswell.
- by Jonas Sukarala - at 2013.06.15 14:05:00
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14. Brutix/Myrm rep bonus - in Player Features and Ideas Discussion [original thread]
The issue is the armour repping modules rather than the bonus as Cyclone and shield ship have the same bonus difference being its easier to use ASB's and they are more powerful whilst using less slots and the no cap usage helps. AAR's need to be ...
- by Jonas Sukarala - at 2013.06.15 14:03:00
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15. Thoughts on T2 manufacturers - in Player Features and Ideas Discussion [original thread]
has no one got any ideas here?
- by Jonas Sukarala - at 2013.06.15 13:15:00
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16. When do we see Torpedo changes? - in Player Features and Ideas Discussion [original thread]
Naomi Knight wrote: Jonas Sukarala wrote: you do realize that 10km is as good as medium guns do? and 15km with javelin .. even scorch on a frigate would struggle to hit that range in 2x falloff. do you realize that they do much much more ...
- by Jonas Sukarala - at 2013.06.15 13:08:00
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17. When do we see Torpedo changes? - in Player Features and Ideas Discussion [original thread]
Naomi Knight wrote: Jonas Sukarala wrote: Alvatore DiMarco wrote: Jonas Sukarala wrote: This shows what fozzie has already said is that rockets and HAMS range is too good and will get nerfed eventually.. If Fozzie actually said this...
- by Jonas Sukarala - at 2013.06.15 12:40:00
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18. When do we see Torpedo changes? - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: Jonas Sukarala wrote: This shows what fozzie has already said is that rockets and HAMS range is too good and will get nerfed eventually.. If Fozzie actually said this, that's a pretty hilariously wrong-minded thing...
- by Jonas Sukarala - at 2013.06.15 11:40:00
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19. When do we see Torpedo changes? - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: Wait a minute. So I just checked this with EFT, since I don't fly torpedo boats because battleships are... well.. battleships. Basic, unbonused T1 Rockets reach out to 10km. HAMs reach to 20km. Torpedoes also reach to ...
- by Jonas Sukarala - at 2013.06.15 11:25:00
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20. CCP- what r you guys thinking towards marauders? not finished stats, just genera... - in Player Features and Ideas Discussion [original thread]
Garviel Tarrant wrote: CCP Fozzie wrote: We're working on a pretty cool concept for them but it's too early to announce anything. :ultra tease: Viable for pvp' PLEASE TELL ME I CAN USE A PALADIN IN PVP!! Its too gorgeous to do missi...
- by Jonas Sukarala - at 2013.06.15 11:14:00
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