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121. Phoenix, New Role? - in Player Features and Ideas Discussion [original thread]
Erutpar Ambient wrote: If you introduce damage application modules then you increase their effectiveness not just on similar sized ships but also from larger ships to smaller ships. They will have to trade tank for better damage application, ...
- by Kirimeena D'Zbrkesbris - at 2013.11.30 01:19:00
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122. Idea for webbing change - in Player Features and Ideas Discussion [original thread]
Gigan Amilupar wrote: Kirimeena D'Zbrkesbris wrote: I see a lot of problems and unintended (ab)uses of mass multiplier as mass affects both max speed and agility of ships. The idea is that webs would add a multiplier to the mass part of t...
- by Kirimeena D'Zbrkesbris - at 2013.11.30 01:06:00
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123. Phoenix, New Role? - in Player Features and Ideas Discussion [original thread]
Erutpar Ambient wrote: What do you guys think? i think that Most of missiles' problems would be solved if CCP introduced TC/TE/TD analogs for missiles and then balanced missiles around these modules.
- by Kirimeena D'Zbrkesbris - at 2013.11.30 00:49:00
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124. Idea for webbing change - in Player Features and Ideas Discussion [original thread]
I see a lot of problems and unintended (ab)uses of mass multiplier as mass affects both max speed and agility of ships.
- by Kirimeena D'Zbrkesbris - at 2013.11.30 00:40:00
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125. Increase Isk Sinks - in Player Features and Ideas Discussion [original thread]
Linkxsc162534 wrote: I dunno guys, Everyone always talks about making more isk sinks, and making the existing ones bigger. Why not just turn the faucet down Less Bounties from Rats (hits missioners and low/null ratters/plexers) Knock incursio...
- by Kirimeena D'Zbrkesbris - at 2013.11.29 23:47:00
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126. Ship upgrade. Why not ? - in Player Features and Ideas Discussion [original thread]
Quote: Why not ? Power creep idea.
- by Kirimeena D'Zbrkesbris - at 2013.11.29 18:38:00
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127. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Zvaarian the Red wrote: Here's some interesting damage application numbers to consider: Hookbill (faction light missiles) vs Kestrel: 88.5% Hookbill (faction rockets) vs Kestrel: 100% Caracal (faction heavy missiles) vs Rupture: 59.5% Caracal ...
- by Kirimeena D'Zbrkesbris - at 2013.11.29 17:29:00
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128. Mobile Depot reinforcement timer - in Player Features and Ideas Discussion [original thread]
Sura Sadiva wrote: I see your points, however I think the idea behind is also to make them aggregation points for ambush, fights, baits and so on. Putting them in reinforced force the owner to come back to recover is stuff in a determinated fr...
- by Kirimeena D'Zbrkesbris - at 2013.11.29 17:19:00
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129. Compass anglemarks on Tactical Overlay - in Player Features and Ideas Discussion [original thread]
Linkxsc162534 wrote: FCs might be able to just tell their fleets to align to a course for a time, rather then most PVP ops being constantly aligned to a celestial. I dunno though. I'm not much of a PVPer. I'm sure some of the more talented FC...
- by Kirimeena D'Zbrkesbris - at 2013.11.29 17:07:00
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130. Ammo Re-balance - in Player Features and Ideas Discussion [original thread]
Barrogh Habalu wrote: Icarus Able wrote: **** NO. Projectiles are already weaker in everything but flexibility. Anyway how would a projectile weapon use cap? Turret servos? those are powered by sheer manpower (maybe hamsters). Project...
- by Kirimeena D'Zbrkesbris - at 2013.11.29 15:32:00
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131. Idea: Database Search - in Player Features and Ideas Discussion [original thread]
Uskaanax wrote: Problem: The Eve Universe is big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space. This presents a prob...
- by Kirimeena D'Zbrkesbris - at 2013.11.29 04:17:00
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132. lumbering freighter fix - in Player Features and Ideas Discussion [original thread]
Hesod Adee wrote: What if a freighters speed and align time were affects by how full it was ? The more you're carrying, the slower they move. should be true for all ships. Mass of fitted modules, cargo and drones in bay should be added to mas...
- by Kirimeena D'Zbrkesbris - at 2013.11.28 04:02:00
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133. lumbering freighter fix - in Player Features and Ideas Discussion [original thread]
Barbara Nichole wrote: Ok, I understand you had to rebalance warp so that smaller ship gained something .. but the freighter has become unbarely slow as as a result. From the speed it's flying now maybe it should be twice as big now or carry do...
- by Kirimeena D'Zbrkesbris - at 2013.11.28 04:00:00
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134. Give supers drones back - in Player Features and Ideas Discussion [original thread]
Seranova Farreach wrote: nerf(buff) all caps with with 20% dmg per level insted of +1 drone per level.. that way caps cannot field up to 15 drones if they use DLA's(which is nerfing them self anyway) 20% dmg per level will double the efficie...
- by Kirimeena D'Zbrkesbris - at 2013.11.27 19:47:00
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135. [New Modules Suggestion] Short range TPs and Directional Charge Processor - in Player Features and Ideas Discussion [original thread]
Short range more efficient TP concept sounds interesting, but it could be dangerous if you take into account torp SBs. As for missile analog of TC/TE... then there should be a new e-war module introduced along with them to counter that damage app...
- by Kirimeena D'Zbrkesbris - at 2013.11.27 19:33:00
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136. T2 Venture - Finally a gas harvesting hull! - in Player Features and Ideas Discussion [original thread]
Scuzzy Logic wrote: Kirimeena D'Zbrkesbris wrote: yup, with 4-5 gas harversters you'll probably die on 2nd or 3rd cycle from gas explosion. Have fun trying to fit a tank with these slots and 2 rigs. I think you're mistaking deep-core min...
- by Kirimeena D'Zbrkesbris - at 2013.11.27 17:56:00
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137. Increase Isk Sinks - in Player Features and Ideas Discussion [original thread]
AKA Mordiki wrote: So I was changing the prices on some market orders and saw that broker fee for changing your price is only 100 isk. This looks to have not changed in 10 years. I think the cost should be based on the cost of the item being so...
- by Kirimeena D'Zbrkesbris - at 2013.11.27 16:57:00
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138. T2 Venture - Finally a gas harvesting hull! - in Player Features and Ideas Discussion [original thread]
Quote: 2 mids 2 lows 250S / 200A / 325H Tank, resists same as T1 as for other industrials. yup, with 4-5 gas harversters you'll probably die on 2nd or 3rd cycle from gas explosion. Have fun trying to fit a tank with these slots and 2 rigs.
- by Kirimeena D'Zbrkesbris - at 2013.11.27 16:31:00
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139. Please make Concord more brutal - in Player Features and Ideas Discussion [original thread]
libertariat wrote: lots of letters OP, did you even try to fit some tank on any of your t1 indy ships? they can be fitted to survive 2-3 tornadoes, most tanky ones 4-5. Yes, you will lose some cargo capacity, but you cant have cake and eat it.
- by Kirimeena D'Zbrkesbris - at 2013.11.27 15:11:00
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140. Mobile Tractor Unit should no loot drugs - in Player Features and Ideas Discussion [original thread]
create cargo filter that will leave only illegal goods displayed and jettison them if/when needed.
- by Kirimeena D'Zbrkesbris - at 2013.11.27 14:25:00
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