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121. Skill Points Reallocation - Ideas & Proposal - in Player Features and Ideas Discussion [original thread]
Samillian wrote: OP, I am prepared to live with my choices, why aren't you? its ok to live with ones choices if you kow what you choose. i dont like the sp/year because after a year of eve you know what you choose. though i dont like the s...
- by Kane Fenris - at 2013.11.23 07:20:00
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122. Skill Points Reallocation - Ideas & Proposal - in Player Features and Ideas Discussion [original thread]
usually this concerns mostly first chars... if you play eve long enough you know what you want. so i would go with a one time only fixed value of lets say a certain number of skils or skillpoints for every char. i would welcome this cause it wo...
- by Kane Fenris - at 2013.11.22 18:52:00
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123. FPS issued with Npc railguns - in Issues, Workarounds & Localization [original thread]
so the issue is unknown? in this case i will provide some data it occurs only on npc railguns. depending on how much im zoomed in FPs loss is about 60%-20% though i do not know if it occurs on systems with nvidia cards it does occurs on systems ...
- by Kane Fenris - at 2013.11.22 11:18:00
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124. FPS issued with Npc railguns - in Issues, Workarounds & Localization [original thread]
would be nice if you could fix the massive fps loss when you encounter npcs fireing Railguns. i had hoped it was fixed with the D11 update but apperently it wasnt.
- by Kane Fenris - at 2013.11.21 18:31:00
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125. Sticky:[Rubicon] Command Ship Models - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: Is there a reason we couldn't just select the hulls and color schemes on T2 ships? dunno i sugested that both ships could be invented from both prints with just the hulls different (like ammo selectable) but i dont thi...
- by Kane Fenris - at 2013.11.20 22:58:00
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126. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
hmskrecik wrote: Mournful Conciousness wrote: These new marauders at first look like an awesome opportunity, but they are so OP that they will spoil the game. I wish I could get all dudes rambling that new marauders are nerfed beyond all r...
- by Kane Fenris - at 2013.11.20 18:31:00
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127. Sticky:[Rubicon] New certifcates review - in Player Features and Ideas Discussion [original thread]
after giveing it some thought.... i would strongly support that the mastery level sould be the rounded mean value of all relevant certifictes of a hull. it should display how well youre at flying a hull. now one could have all skills maxed for...
- by Kane Fenris - at 2013.11.20 12:13:00
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128. Sticky:[Rubicon] New certifcates review - in Player Features and Ideas Discussion [original thread]
after this thing went live i was quite ammused.... to me the correlation between how good you can utilize a ship and mastery lvl is quite low. there are too much unneeded unimportant skills to have on a high lvl. for me there should be followig ...
- by Kane Fenris - at 2013.11.20 07:51:00
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129. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Kazekage Dono wrote: Oh all the fuss over missiles. They suck balls either way. They can't compare with turrets on any standard (damage, range, projection) Unless you suck and don't understand tracking you'll want to use turrets. If missiles ...
- by Kane Fenris - at 2013.11.19 14:23:00
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130. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
scorchlikeshiswhiskey wrote: Arthur Aihaken wrote: RavenGǪ RHMLGǪ 1200+ DPS... That's just amazing and very exciting. What's even more exciting is when your launchers run dry and it's time for a 40 second game of everyone shoot the stup...
- by Kane Fenris - at 2013.11.15 14:24:00
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131. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
the jury wrote: ...... only way to show ccp that the new RLML's is a bad idea nobody use them. that wont work because of: a.) people adapt really slow to new meta most will jus keep on doing what they used to even if those launchers would...
- by Kane Fenris - at 2013.11.15 10:34:00
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132. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
X'ret wrote: Niena Nuamzzar wrote: Jinshu wrote: However, at least the current singularity implementation for RLML shows another significant nerf: Powergrid usage increased from 47.7 to 69.3 per launcher with my skills, that is an incre...
- by Kane Fenris - at 2013.11.14 21:20:00
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133. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Niena Nuamzzar wrote: 1... 2... 3... 4... 5... 6... 7... 8... 9... 10... 11... 12... 13... boring, right? 14... 15... 16... 17... 18... 19... 20... 21... 22... 23.... 24... 25... 26... 27... 28... it feels like eternity! 29... 30... 31... 32....
- by Kane Fenris - at 2013.11.14 16:06:00
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134. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Garviel Tarrant wrote: Kane Fenris wrote: i read it repeatedly .... RLML's are fine LML's themselves are the overpowered bit For fucks sake, just reduce the range of all types of lml's by say 25% and application by 15% application ne...
- by Kane Fenris - at 2013.11.13 23:08:00
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135. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Thaddeus Eggeras wrote: Golem - High - - Cruise Missile Launcher II - Scourge Fury Cruise Missile, Scourge Precision Cruise Missile, Caldari Navy Scourge Cruise .... - Large Warhead Rigor Catalyst II Drone - - Warrior x5 - Hammerhead x5 B...
- by Kane Fenris - at 2013.11.13 23:00:00
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136. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
i read it repeatedly but HVM are not fine against cruisers ! GÇáRLML for solo welcome OP RLML large fleets.... or lets say: "RLML are dead, Long live RLML!" [edit] i would support pg increase for rlml instead of proposed change so 3x lse a...
- by Kane Fenris - at 2013.11.13 22:49:00
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137. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
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 launchers with 10 EM...
- by Kane Fenris - at 2013.11.13 08:18:00
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138. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I'm not sure where the idea comes from that this plan came out of thin air in a few days has come from. Yes, it's late in the release cycle, but we spent weeks talking about how to deal with this problem and went through multipl...
- by Kane Fenris - at 2013.11.12 15:53:00
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139. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
ludizao wrote: CCP Rise wrote: PS - saying I don't play the game or use Caracals is completely ridiculous, I think you guys can find more reasonable lines of attack. Sure we can, you're encouraging blob warfare and discouraging solo and t...
- by Kane Fenris - at 2013.11.12 13:08:00
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140. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
i cant understand why some people dislike the drones as main weapon system. drones are excelent for exploration. (they may be even the best weapon system for exploration) -they have dmg flexibility -they have a great bandwidth of application alon...
- by Kane Fenris - at 2013.11.11 21:29:00
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