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41. [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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42. [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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43. [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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44. 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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45. Sticky:CSM Guest Blog: "Reasonable Things" Crowdsourcing - in EVE Information Portal [original thread]
suggestion: drone implants Keyword: drones, combat Suggestion: faction drone mods keywords: iteration, drones, combat Suggestion: dual-static c5 wormholes (make them rare like c2's that have c5+null statics; could convert some current ones) k...
- by Leskit - at 2013.07.23 07:54:00
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46. 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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47. 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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48. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I'll look at the Ishtar fitting. To me it seems like one of the stronger HACs already and it gained a bonus to damage projection and application so I didn't see a need to give it even more buffs. I don't think of it as a ship th...
- by Leskit - at 2013.07.18 17:14:00
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49. CSM townhall and T3's - in Wormholes [original thread]
Kira Hhallas wrote: You say, the price is about 750 mill.... for the ship ? Nice... the 3% Imps are more or less cheap ( g++nstig ) .... Hmmm... All lvl 5 okay.. does the results change much if you use your char instead of all lvl 5 ? Is see n...
- by Leskit - at 2013.07.17 17:19:00
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50. CSM townhall and T3's - in Wormholes [original thread]
Kira Hhallas wrote: Please post fittings.. and how much isk do you put in it. Everyone say someting abbout OP T3 but no one say how much ISK where spend for the ship. Sure thing! high dps ham legion normal laser legion normal proteus ...
- by Leskit - at 2013.07.17 06:55:00
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51. CSM townhall and T3's - in Wormholes [original thread]
A refinement of a previous thought: T3's aren't OP for what they cost, what you lose if you die, etc. But there are balance issues between teir 3's. The legion needs another low slot to bring it up to par. The cloaky proteus is the only fitting...
- by Leskit - at 2013.07.17 06:19:00
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52. PI Enhancement - Minimal change, significant effect - in Player Features and Ideas Discussion [original thread]
Don't for get to include Shift+click to setup up multiple processors at once
- by Leskit - at 2013.07.15 16:56:00
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53. CSM townhall and T3's - in Wormholes [original thread]
I will try to address the "problems" as I've encountered them, and suggest possible fixes. Being a wormhole denizen myself, my experience, offensively, and defensibly with tech 3's is this: Between my toons, I use and fly all four of them for what...
- by Leskit - at 2013.07.15 05:53:00
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54. Thoughts on long range vs short range weapon systems - in Player Features and Ideas Discussion [original thread]
I was a dedicated amarr pilot for 3 years before I branched into missiles and autocannons on this and other toons. My experience with with lasers thus far is that 1) Scorch is the only reason medium pulse lasers are usable, in my experiences. why...
- by Leskit - at 2013.07.11 21:44:00
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55. Sticky:[Odyssey 1.1] Skill group name changes - in Player Features and Ideas Discussion [original thread]
I see what you're trying to do,Ytterbium, and I can appreciate that, but some of that just feels like dumbing-down terms. Spaceship piloting is terrible. Command is so much better. Command implies control, piloting is just getting in, and flooring...
- by Leskit - at 2013.07.04 16:51:00
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56. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
E'lyna Mis Dimaloun wrote: Here's the funny thing. NOS are already being used as "a tool for fighting up a class". The percentage-mechanic was never a problem when fighting up a class. In a frig vs. cruiser, a frig can wear down his cap. And ...
- by Leskit - at 2013.06.25 13:39:00
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57. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: UNDER RENOVATION I think this is my favorite thing posted by a dev in the past year on the forums.
- by Leskit - at 2013.06.25 13:28:00
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58. [Odyssey 1.1] Tech 1 Industrials - in Player Features and Ideas Discussion [original thread]
Ripard Teg wrote: Rise has done great work so far as he's gone... but I feel like not a lot of imagination has been put into this compared to other ship classes because it's "boring." It's hard to put our faith in an uncertain future for these...
- by Leskit - at 2013.06.22 04:03:00
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59. ETA on rebalanced t2 ships? - in Jita Park Speakers Corner [original thread]
Rise answers. t1 indy hulls thread, post #20: CCP Rise wrote: T2 haulers of course will get rebalance as well, but likely not until after some more pressing T2 classes (let me get done with this so we can do HACs =) \o/
- by Leskit - at 2013.06.21 22:31:00
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60. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
For a module that has less effect than a neut of equal size on an enemy ship, why does it have more fitting requirements? This feels suspiciously like another passive aggressive nerf to amarr (intentional or otherwise).
- by Leskit - at 2013.06.21 13:27:00
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