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1. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Hedor wrote: Hm.......... I just thought of something, and I'm probably completely off base, but does immunity to ewar also equal immunity to cap neuts? Historically, no. Siege and triage do not make you immune to neuts/nos; it's one of two ...
- by Leskit - at 2013.09.01 05:13:00
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2. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Kaeden Dourhand wrote: Interesting radio silence from the dev side. Are you disregarding the noise from the community CCP, or are you simply debating things internally atm? the csm summer summit is just wrapped up, and probably the latter. I...
- by Leskit - at 2013.08.31 17:11:00
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3. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Jack Miton wrote: is it just me or do beans now out DPS pulses? call me old fashioned, but that seems wrong... yes, go back to page 19 and see my chart/post.
- by Leskit - at 2013.08.19 03:02:00
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4. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
GreenSeed wrote: if artys got a 10% RoF buff instead of damage, to prevent the alpha from getting any crazier, why did the energy guns get +25% damage? That was done so the (obscene) capacitor use doesn't get any worse. The faster the lase...
- by Leskit - at 2013.08.18 16:11:00
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5. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Alex Tutuola wrote: Leskit wrote: Rise hasn't posted in this topic in 29 days. I don't think he's going to do anything here He's done this a few times in the HAC thread, too. I suppose he's decided the player base cannot be pleased, an...
- by Leskit - at 2013.08.17 22:18:00
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6. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Rise hasn't posted in this topic in 29 days. I don't think he's going to do anything here
- by Leskit - at 2013.08.17 21:54:00
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7. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
the page ate my formatting, sorry for all the dots! Finally got around to plugging in some numbers: on a legion, using INM ammo, and 3 faction heat sinks, beams will actually do more dps than heavy pulse lasers. heavy beams will do more dps in a...
- by Leskit - at 2013.08.12 00:32:00
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8. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
W0lf Crendraven wrote: Lucien Cain wrote: The Renner wrote: Good changes. Although I would like to see the Sacrilege lose the utility high and gain a low slot. I second this. Thank you very much. Why? It already is good enough,...
- by Leskit - at 2013.08.05 20:51:00
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9. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Make a rig that changes an active rep bonus to a resistance bonus, and a resistance bonus to an active rep bonus. POW Problem (theoretically) solved!
- by Leskit - at 2013.08.03 01:55:00
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10. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: HACs are being shepherded by CCP Rise. Very appropriate terminology, as they are still weak and unable to protect themselves (except the new ishtar and cerb it looks like).
- by Leskit - at 2013.08.02 18:28:00
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11. [Odyssey 1.1] Local Armor and Shield repair module changes - in Player Features and Ideas Discussion [original thread]
Cearain wrote: Leskit wrote: CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep ...
- by Leskit - at 2013.08.02 17:15:00
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12. [Odyssey 1.1] Local Armor and Shield repair module changes - in Player Features and Ideas Discussion [original thread]
CCP Fozzie, with the buffs to self reps and reduction in warfare link bonuses (specifically the rep speed and cap usage), what is the net change? e.g. a player running a single rep with the fleet booster for rep speed before odyssey 1.1, and after...
- by Leskit - at 2013.08.02 16:55:00
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13. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Kaal Redrum wrote: Quote: Minmatar Battlecruiser skill bonuses: 10% bonus to Medium Projectile Turret damage (was 5% RoF) 7.5% bonus to shield boosting amount Command Ships skill bonuses: 10%(+5) bonus to Medium Projectile Turret damage 10%...
- by Leskit - at 2013.08.02 04:43:00
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14. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Dvla wrote: Why is the Damnation - any other command ship EHP difference not fixed? I get that your goal for the past year has been to get rid of all shield doctrines but isn't it going a bit too far already? And BTW you fix this by giving mor...
- by Leskit - at 2013.08.01 20:17:00
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15. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Damnation: Amarr Battlecruiser skill bonuses: 4% bonus to all Armor Resistances 10% bonus to Heavy Assault Missile and Heavy Missile velocity Command Ships skill bonuses: 10% bonus to all Armor hitpoints 10% bonus to Hea...
- by Leskit - at 2013.08.01 19:27:00
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16. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
AstraPardus wrote: Amarr: That's nice, capacitor recharge is nice for most Amarr ships, but IMO is too much on a missile boat. It was great when you were active tanked+mwd+neut in the utility high. didn't need a cap booster.
- by Leskit - at 2013.08.01 04:27:00
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17. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Still underwhelmed with the Sacrelige and especially Eagle. Sac still needs that 6th low slot, and so does the ishtar. They're both armor ships, right? right? (well, passive ishtar too). Eagle is probably going to still be useless. Why take aw...
- by Leskit - at 2013.07.31 21:33:00
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18. Pilgrim bonuses - in Player Features and Ideas Discussion [original thread]
for solo hunting, or small groups (10>) the neut amount is more important when you pair it with 2-3 rigged tracking disruptors. you get under the tracking of bs guns, wear out their cap, and kill them with some drones. It's amazing at that job....
- by Leskit - at 2013.07.24 05:43:00
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19. Where are the drone implants? - in Player Features and Ideas Discussion [original thread]
I'm all for this. Also faction mods, not the officer mods would be a nice thing too.
- by Leskit - at 2013.07.22 17:53:00
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20. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
Maximus Andendare wrote: But back to the point: CCP likely wants HACs to be what their name implies: A heavy assau--attack--cruiser. A T1 cruiser with more tank. But that distinguishment will never justify the 10:1 increase in cost, and if th...
- by Leskit - at 2013.07.18 20:19:00
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