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1. Logistics ships thoughts from a Logistics ships pilot. - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: baltec1 wrote: What we need is something like stacking penalties on logi to end the unkillable fleets. i agree .. but the question becomes how too apply the stacking penalty ? - using current stacking penalty ratios ....
- by MJ Incognito - at 2014.10.24 00:00:11
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2. Sticky:[Phoebe] Heavy Interdictors - in Player Features and Ideas Discussion [original thread]
The offensive changes make it appear like you've made these better than HAC's at being HACS. A ship with more tank, a high slot point, and nearly the same offensive ability.... WTF.
- by MJ Incognito - at 2014.10.17 01:27:00
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3. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Darkwolf wrote: Very disappointed with this second iteration. Let's compare ship bonuses live on TQ with the ship bonuses being proposed, and examine the differences. Of not, you're NOT really exchanging the local rep bonus for a web bonus, bec...
- by MJ Incognito - at 2013.09.04 23:47:00
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4. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: Time for another update. We discussed the Marauder situation further and came with the following changes: Shield, armor and hull 30% resistance boosts have been removed on the Bastion Module - instead, all Marauders...
- by MJ Incognito - at 2013.09.04 23:42:00
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5. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Centac wrote: I find it incomprehensible that people want to argue that the laser using Absolution is balanced vs its no cap competitors, especially the Sleipnir. Does anyone really believe that lasers turrets are better than projectile turrets...
- by MJ Incognito - at 2013.08.31 23:03:00
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6. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
I would suggest an added bonus of a 1 second reduction in activation time for jump drives per level since these things are so immobile and easy to jam.
- by MJ Incognito - at 2013.08.31 18:47:00
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7. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
It seems like the gap between ASBs and Large armor repair systems is widening a great deal due to these bonuses. From what I can gather... an ASB Vargur can repair about something like 70,000 ehp every second..... a Paladin can only repair like 10...
- by MJ Incognito - at 2013.08.29 23:27:00
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8. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Hatsumi Kobayashi wrote: CCP Fozzie wrote: IWhen we get the capability to remove offgrid links our plan is to also replace the way links apply so that losing one key ship won't mean you need to take your ball and go home. Is this somethin...
- by MJ Incognito - at 2013.08.27 23:28:00
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9. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Naomi Anthar wrote: What is this madness. Why damn Minmatar Sleipnir Command ship got 2 x 10% damage bonus and Absolution 5% RoF and 10% damage ... Not saying it's unfair ... ok it's unfair. What you are literally doing here is justifying 10%...
- by MJ Incognito - at 2013.08.26 01:33:00
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10. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Lephia DeGrande wrote: The main question is, how far will the Number for Fleet Battle rise. If its a infinite Number, the only "simple" Solution is to increase the Ship values directly to the Fleet size. Which sounds nice but does have horrifi...
- by MJ Incognito - at 2013.08.21 21:42:00
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11. Shield and Armor maximum HP degredation model in combat - in Player Features and Ideas Discussion [original thread]
This idea comes from another game where the developers tried to limit the infinite tank scenario while still keeping the balance of healing. The idea is translated into EVE mechanics: In addition to the current system, shields and armor would ge...
- by MJ Incognito - at 2013.08.21 21:22:00
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12. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: because if you want your link booster to absorb the alpha of a 2000 man fleet (which seems to be some people's concern), you really have little choice... I think the concern atm is that it can't absorb the alpha ...
- by MJ Incognito - at 2013.08.20 21:16:00
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13. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Jerick Ludhowe wrote: Phaade wrote: Why does every single CS have the same cap recharge? Pretty sure the Absolution should have a higher recharge than a Sleipnir given, oh I don't know, the fact that lasers take a **** ton of cap, projectile...
- by MJ Incognito - at 2013.08.19 23:20:00
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14. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Danny John-Peter wrote: MJ Incognito wrote: Danny John-Peter wrote: Modules dedicated to 1 class of ship are generally pretty crap as they limit fitting choices. To be honest, the HACs generally look in a good place at this point, the E...
- by MJ Incognito - at 2013.08.15 10:50:00
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15. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Devon Weeks wrote: Quote: You just create a module that has an active and passive effect that determines where your ship shines and falls.... you could actually do multiple varieties. For instance: Active: Boost AB speed 75%, Boost resista...
- by MJ Incognito - at 2013.08.15 10:32:00
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16. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Devon Weeks wrote: Your idea of, essentially, a "command" style module that will provide a buff like a boosting module would certainly be unique and isn't a bad one in my view, but what will those effects be? Command ships and tech 3s already...
- by MJ Incognito - at 2013.08.15 10:22:00
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17. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Lloyd Roses wrote: MJ Incognito wrote: Beam Absolution now does 700-800 DPS out to 19km optimal, and 400 dps out to 71km optimal. Mix that with a 185k ehp tank, cruiser tracking abilities and the free mids and close range tech 2 ammo to boo...
- by MJ Incognito - at 2013.08.15 09:55:00
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18. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Danny John-Peter wrote: Modules dedicated to 1 class of ship are generally pretty crap as they limit fitting choices. To be honest, the HACs generally look in a good place at this point, the Eagle maybe needs a little more speed but I really ...
- by MJ Incognito - at 2013.08.15 09:35:00
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19. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Devon Weeks wrote: Quote: And you're totally missing the point so many of us are making in this thread. Yes the Deimos is better than it was... BUT IT'S NOT GOING TO FIT INTO EVE FFS. IT HAS 0 PURPOSE! It's purpose is just usurped by so many...
- by MJ Incognito - at 2013.08.15 09:19:00
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20. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
The Dominix is such a good example of exactly my point..... people last patch were fear mongering over the Geddon and how great it was going to be, while a small few were screaming, OMG no the Dominix is going to destroy this game once meta hits. ...
- by MJ Incognito - at 2013.08.15 08:45:00
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