| Pages: 1 2 [3] 4 5 6 7 8 9 10 |
41. ESS is Broken PLZ FIX - in EVE General Discussion [original thread]
Dammit silly forum software. Double Post.
- by Kaeda Maxwell - at 2014.01.30 16:04:00
|
42. ESS is Broken PLZ FIX - in EVE General Discussion [original thread]
Dmitry Wizard wrote: its stated in the attributes that it has to be activated at least 3000 km from a gate or station... so why does this thing have the abillity to be anchored 5 km from a wormhole? not only does it have a warp distruption bubb...
- by Kaeda Maxwell - at 2014.01.30 16:02:00
|
43. Sticky:Dev blog: More Deployables from Super Friends - in EVE Information Portal [original thread]
Querns wrote: Kaeda Maxwell wrote: Anything that reduces the amount of ISK introduced into the economy via faucets meets with my approval. So yay ESS. Unfortunately, this is not strictly a reduction. In fact, at full strength, the ESS al...
- by Kaeda Maxwell - at 2014.01.14 15:43:00
|
44. Sticky:Dev blog: More Deployables from Super Friends - in EVE Information Portal [original thread]
Anything that reduces the amount of ISK introduced into the economy via faucets meets with my approval. So yay ESS.
- by Kaeda Maxwell - at 2014.01.14 15:38:00
|
45. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
From the test server it looks like the MJDD only allows 1 person to use it at a time and has 20 sec activation delay after the last use. If that's working as intended that removes most my gang based objections to the thing. Still don't much care ...
- by Kaeda Maxwell - at 2014.01.08 14:05:00
|
46. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: Instead it creates an increased need for intel gatherers, and that's very much for the better. When out solo it will basically force you to dual box or pass up every fight opportunity in systems with MSI's, warpin...
- by Kaeda Maxwell - at 2014.01.07 21:32:00
|
47. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Having not yet tested anything but just going of what the descriptions say, to a solo pilot this means a few things: 1. Gangs just got harder to engage, yet again, they can now effectively shield bubbles from showing up on scan and move an entire...
- by Kaeda Maxwell - at 2014.01.07 11:34:00
|
48. Blinky REDS in High Sec - in Crime and Punishment [original thread]
Decian Cor wrote: To my understanding, if you can warp disrupt/scram/ keep one of those BC's on grid long enough, CONCORDOKEN and police will show up to help you out. Almost correct. The faction popo will show up and shoot them when they're...
- by Kaeda Maxwell - at 2013.12.20 20:06:00
|
49. Entering a Faction Warfare Plex without declaring War - in Warfare & Tactics [original thread]
Master Sergeant MacRobert wrote: So neuts regularly enter FW plex's without joining FW. This, to me, is an open declaration of intent to war against all FW Militias but they want to shoot everyone and have no consequence other than a dsec stat...
- by Kaeda Maxwell - at 2013.12.17 11:32:00
|
50. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
May have been mentioned, but so many pages now! A mobile beacon, that literally does nothing more then create a warp-able mobile beacon for a short amount of time. Basically a 'come-at-me-brah' for solo'ers or a 'this is where it's at' for gangs...
- by Kaeda Maxwell - at 2013.12.17 11:15:00
|
51. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
So anybody still PvP'ing with these?
- by Kaeda Maxwell - at 2013.12.17 11:07:00
|
52. The REMOVAL OF 90% WEB!!? - in Player Features and Ideas Discussion [original thread]
NightmareX wrote: Michael Harari wrote: I thought we got you to understand that webs have a stacking penalty, like 6 or 7 pages ago. On each ships yes, but ships doesn't get staking penalty for each ship that use a 60% webber. Tawa Suyo...
- by Kaeda Maxwell - at 2013.12.05 22:03:00
|
53. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
After much pondering, I have found a use for the new RLML's. They're kinda nice as an option other then neuts in the Stabbers utility highs. Conceivably in other utility highs elsewhere as well. That doesn't help them much as a main weapons syste...
- by Kaeda Maxwell - at 2013.11.13 11:05:00
|
54. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: Kaeda Maxwell wrote: I see no reason not to fly battleships in PvP post rubicon, not everybody flies in environments with bubbles and even there I see plenty of opportunities for battleships to still be fun and useful. ...
- by Kaeda Maxwell - at 2013.11.12 23:32:00
|
55. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: Zvaarian the Red wrote: And let's extend this conversation to RHMLs, since they are getting mostly ignored in this debate. What is the point of these things at this point? They have all the well-documented weaknesses of...
- by Kaeda Maxwell - at 2013.11.12 23:19:00
|
56. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Viceorvirtue wrote: A 10% rof nerf and a decent increase on powergrid would actually be great for rlm. It tones down the damage slightly while still alowing the ship using it to adapt to a changing situation. It would b...
- by Kaeda Maxwell - at 2013.11.12 23:10:00
|
57. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: Michael Harari wrote: Malcanis wrote: Agreed that is a disadvantage, and it's a really difficult one to mitigate within the parameters of this change. It's a pity EVE weapons work so simplistically (Why can't I load my l...
- by Kaeda Maxwell - at 2013.11.12 22:45:00
|
58. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
mynnna wrote: Viceorvirtue wrote: This is going to negatively effect solo and small gang rlm usage for these reasons and I have no idea why you didn't take another course of action such as reducing light missile dmg or increasing rlm powergr...
- by Kaeda Maxwell - at 2013.11.12 22:07:00
|
59. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: It wasn't my idea. When CCP Rise posted it, I immediately thought Ooohhhh that's a good idea! Of course I am operating under the unfair advantage of (1) Seeing what the alternative changes were and (2) Having the mathematic...
- by Kaeda Maxwell - at 2013.11.12 21:52:00
|
60. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: Chris Winter wrote: Can we get a list of which CSM members supported this change, so I know who not to vote for? I supported the change. From the way you've been very vocally defending it everywhere, one might even get ...
- by Kaeda Maxwell - at 2013.11.12 21:22:00
|
| Pages: 1 2 [3] 4 5 6 7 8 9 10 |
| First page | Previous page | Next page | Last page |