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1. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Originally by: tookar Who says hacs should be able to solo bs anyway? A hac that has resistances to the BS guns, and a BS thats setup for sniping, should be an easy kill for the HAC. Like a deimos attacking a mega setup for sniping. Bu...
- by Magnus Thermopyle - at 2006.09.07 08:41:00
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2. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Originally by: MrTripps This was a well thought out post, but IMHO there is no NOS problem. A NOS is not a gun. It can not destroy your ship. Given that limitation there is no reason its mechanics should be the same. I do think it should l...
- by Magnus Thermopyle - at 2006.09.06 08:02:00
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3. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Well, NOSes WILL get balanced, thats already stated by the devs. The question is how they should be nerfed. My suggestion actually makes NOSes stronger against big ships but weaker against small ships. The proposed change from the devs will make ...
- by Magnus Thermopyle - at 2006.09.05 19:18:00
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4. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Originally by: Lazuran ... And therefore this conclusion is wrong. No, lets do the math. One big NOS drains a frig in 2 cycles, meaning it does 1k of damage every cycle. One big NOS drains a BS in 40 cycles, meaning it does 500 in da...
- by Magnus Thermopyle - at 2006.09.05 08:41:00
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5. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Edited by: Magnus Thermopyle on 05/09/2006 08:17:59 Originally by: Lazuran Originally by: Magnus Thermopyle NOS isn't supposed to be a 100% "I Win" button against smaller ships. The other main weapons (guns and missiles) are a...
- by Magnus Thermopyle - at 2006.09.05 08:16:00
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6. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Originally by: Cattraknoff Edited by: Cattraknoff on 04/09/2006 18:45:05 Speaking as some one who is usually on the recieving end (of the nossing, not the cap ). Really, there isn't a problem with nos. Funny how Raven pilots said th...
- by Magnus Thermopyle - at 2006.09.04 20:40:00
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7. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Originally by: Death Kill What about ships who rely on nos warfare? Such as the pilgrim They will get bonuses to NOSes just as they do today. The same bonuses will work as well. NOSes wont be less useful against equally sized targets...
- by Magnus Thermopyle - at 2006.09.04 15:09:00
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8. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Originally by: codepic So 4 nossing domis could suck a titan dry instantly? Well, I somehow doubt the domis will get close enough to the titan in the first place, but maybe each NOS should have a max-cap as well. For example, a large NO...
- by Magnus Thermopyle - at 2006.09.04 14:27:00
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9. A BM Idea i honestly havent seen sugested yet. - in Player Features and Ideas Discussion [original thread]
Its an interesting idea, but most systems you use BMs in is for travel through. Only a small % of the systems you need BMs for are systems you actually spend some time in. And the result would just be that everyone would need to spend idle time i...
- by Magnus Thermopyle - at 2006.09.04 14:26:00
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10. The best and most logical solutions to the NOS problem - in Player Features and Ideas Discussion [original thread]
Edited by: Magnus Thermopyle on 04/09/2006 14:20:55 Make NOSes drain a % of enemy capacity instead of a fixed amount. For example, a large NOS could drain 5% of the enemys cap, a medium one 3% and a small one 1%. This would have a number of i...
- by Magnus Thermopyle - at 2006.09.04 14:19:00
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11. interdictor bug/posibel exploit - in Player Features and Ideas Discussion [original thread]
Its the same at gates, where a interdictor can launch a bubble and then jump through. CCP could make launching a bubble an agressive act to solve these problems.
- by Magnus Thermopyle - at 2006.09.04 14:11:00
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12. HUD improvements - in Player Features and Ideas Discussion [original thread]
The hud looks nice, but during combat it gets very hard to see how much damage you do, and how much damage are done to you. And even harder to see what enemy mods affects you (warp scrambled, webified, etc). So my suggestion is to: 1. Add the ene...
- by Magnus Thermopyle - at 2005.08.17 09:29:00
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13. HUD improvements - in Player Features and Ideas Discussion [original thread]
The hud looks nice, but during combat it gets very hard to see how much damage you do, and how much damage are done to you. And even harder to see what enemy mods affects you (warp scrambled, webified, etc). So my suggestion is to: 1. Add the ene...
- by Magnus Thermopyle - at 2005.08.17 09:29:00
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14. A skill to help against gate campers - in Player Features and Ideas Discussion [original thread]
I am a rookie, so maybe this has been discussed, but I was thinking that a skill that lets you see the other end of a jump before you jump would be nice. Maybe a scout drone you send through the jumpgate first that checks the surrounding so you ca...
- by Magnus Thermopyle - at 2005.07.27 14:03:00
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