Pages: 1 2 3 4 [5] 6 7 8 9 10 20 30 40 50 60 |
81. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
Edited by: Kittamaru on 26/09/2009 18:03:50 I keep varying the ship capabilities (called tweaking if you didn't know) to try to balance it out. It's supposed to have a light tank (after all, you don't want the random smartbomb to be enough to ...
- by Kittamaru - at 2009.09.26 18:03:00
|
82. Drone Boats and Drones are due some love - in Player Features and Ideas Discussion [original thread]
Drone Repair Rig 1 25m3 reduction in drone bay (if not possible, some other fitting req) Repairs drones Shields, Armor, and Hull whilst in the drone bay at the rate of 10hp every 10 seconds, starting with hull, then armor, and then shields. Dron...
- by Kittamaru - at 2009.09.26 17:58:00
|
83. Red alert!! - in Player Features and Ideas Discussion [original thread]
Yes, this game IS harsh to newbies... it keeps the bulk of the WoW crowd OUT!
- by Kittamaru - at 2009.09.26 16:41:00
|
84. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
bump
- by Kittamaru - at 2009.09.26 16:35:00
|
85. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
Then how about instead of being an insufferable ***** you offer some insight as to how to make it perform it's designed function? Or do you just like being an ass? *shrugs* And no, it won't be insta-popped by sniper battleships. The idea is to gi...
- by Kittamaru - at 2009.09.26 16:19:00
|
86. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Maybe scorch, but I don't know... the rest of it seems fine, especially with the fixed damage types, the incredible cap use, the lack of up close tracking...
- by Kittamaru - at 2009.09.25 01:53:00
|
87. Allow damaged item conctracting. - in Player Features and Ideas Discussion [original thread]
I'd buy it all the same - slap a med armor rep and a med hull rep on it and go AFK a while :P
- by Kittamaru - at 2009.09.25 01:09:00
|
88. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
Edited by: Kittamaru on 25/09/2009 01:05:01 Edited by: Kittamaru on 25/09/2009 01:03:38 Uhm... buh. Did you even read the first post since it was initially posted? It's changed a LOT... hence why I keep bumping it and referring people TO t...
- by Kittamaru - at 2009.09.25 00:56:00
|
89. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
You're quite wrong in many aspects, but judging by your reply, telling you why is a waste of my time so I'm not going to bother.
- by Kittamaru - at 2009.09.24 11:39:00
|
90. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
Uhm... it's using citadel torps. Against something moving even a few M/S, the damage will be non-existant. Hence the reason for using citadel torps with no explosion radius reduction bonuses - against stationary targets (siege mode dreads, triage ...
- by Kittamaru - at 2009.09.24 04:59:00
|
91. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Well, I can safely say my dominix hasn't seen a railgun (or a hybrid weapon for that matter) in over a year... I use a single large laser turret to draw aggro, and the rest of the highs are nos, drone control units, tractors, or salvagers :P
- by Kittamaru - at 2009.09.24 04:49:00
|
92. Lineships or Dreadnaught Hunters - in Player Features and Ideas Discussion [original thread]
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1177102 Read that
- by Kittamaru - at 2009.09.24 02:53:00
|
93. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
Yes, it is uncloaked, low HP, but it has a tiny sig radius, making it vulnerable to cruisers/frigates/destroyers and their T2 counterparts.
- by Kittamaru - at 2009.09.24 02:41:00
|
94. POS Module - Ore Compression Array - in Player Features and Ideas Discussion [original thread]
babump
- by Kittamaru - at 2009.09.24 02:18:00
|
95. Heavy Stealth Bomber - in Player Features and Ideas Discussion [original thread]
babump
- by Kittamaru - at 2009.09.24 02:10:00
|
96. Orca Redesign - in Player Features and Ideas Discussion [original thread]
Again, there is a checkbox to allow fleet access to one of the holds, I'm 99% sure of that. I don't know which one it is though :(
- by Kittamaru - at 2009.09.24 02:05:00
|
97. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Duchess, not sure what you're getting at tbh. I'm saying do NOT nerf lasers, and instead buff Hybrids and Projectiles. Remove hybrids Falloff and increase Optimal to compensate. Buff Hybrids (at least blasters) damage in order to make them at ...
- by Kittamaru - at 2009.09.24 01:57:00
|
98. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Robert, you use missiles don't you... lol When large blasters have to fight at around 5km, that's a problem. Why? Because at that range, even Battleships have such a high transversal (assuming your target isn't ******ed and sitting still) that yo...
- by Kittamaru - at 2009.09.23 16:04:00
|
99. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Not so at all Robert - I'm not the one that should come up with numbers, as I don't know the most intricate inner workings of the weapons code. What I can do is provide a general idea of a way to re-balance and individualize the turret types. Bl...
- by Kittamaru - at 2009.09.23 12:54:00
|
100. How to rebalance turret types - in Player Features and Ideas Discussion [original thread]
Well, I was thinking, why not extend the "on grid" range to be 500km now? And increase the HARD max targeting range to 500km. If you are able to hit that far out, by god you should be allowed to :)
- by Kittamaru - at 2009.09.23 05:14:00
|
Pages: 1 2 3 4 [5] 6 7 8 9 10 20 30 40 50 60 |
First page | Previous page | Next page | Last page |