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381. Entering a Faction Warfare Plex without declaring War - in Warfare & Tactics [original thread]
Taoist Dragon wrote: Master Sergeant MacRobert wrote: So neuts regularly enter FW plex's without joining FW. This, to me, is an open declaration of intent to war against all FW Militias but they want to shoot everyone and have no consequenc...
- by Master Sergeant MacRobert - at 2013.12.14 12:26:00
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382. Entering a Faction Warfare Plex without declaring War - in Warfare & Tactics [original thread]
So neuts regularly enter FW plex's without joining FW. This, to me, is an open declaration of intent to war against all FW Militias but they want to shoot everyone and have no consequence other than a dsec status hit. Some live to be -10 and use ...
- by Master Sergeant MacRobert - at 2013.12.14 11:23:00
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383. Pro FW solo pvp in a nutshell. - in Warfare & Tactics [original thread]
Love it. May I have extra cheese and two pickles on my burger of irony? =-)
- by Master Sergeant MacRobert - at 2013.12.14 10:54:00
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384. Solution for getting rid of stabbed & cloaked FW farmers!!! - in Player Features and Ideas Discussion [original thread]
masternerdguy wrote: Timer rolebacks would work great. Alternatively, how about a failure penalty? If you start a site, then are forced to leave, you get a standings drop. But if you stay in the site, even if you are killed, you don't? -1 ...
- by Master Sergeant MacRobert - at 2013.12.14 10:38:00
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385. Make FW Plexes Less Rubbish - in Warfare & Tactics [original thread]
My ideas revolve around two changes at the moment: 1. Make the dps required to destroy the target in each plex harder: Novice - should take a long time if you do not have a damage mod fitted to your ship. Small - should not be possible if you ne...
- by Master Sergeant MacRobert - at 2013.12.11 17:14:00
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386. Make FW Plexes Less Rubbish - in Warfare & Tactics [original thread]
David is right to be frustrated. It's not working whichever way the Tier's swing. There is a thread in "Features & Ideas" about suggestions for changing the plex's. FW Missions also need alteration. Not sure I have seen solid ideas on the ri...
- by Master Sergeant MacRobert - at 2013.12.10 14:08:00
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387. SOE Faction Towers - in Player Features and Ideas Discussion [original thread]
Like but they're moving away from traditional POS's are they not?
- by Master Sergeant MacRobert - at 2013.12.06 13:45:00
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388. Major complexes - in Player Features and Ideas Discussion [original thread]
+ 2
- by Master Sergeant MacRobert - at 2013.11.30 21:29:00
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389. Ammo Re-balance - in Player Features and Ideas Discussion [original thread]
Stan Durden wrote: Master Sergeant MacRobert wrote: Stan Durden wrote: I was just playing around with EFT a bit and wondered if CCP has considered re-balancing ammo. I have enjoyed most/all of the changes I have seen so far. I like the c...
- by Master Sergeant MacRobert - at 2013.11.29 14:23:00
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390. Ammo Re-balance - in Player Features and Ideas Discussion [original thread]
Stan Durden wrote: I was just playing around with EFT a bit and wondered if CCP has considered re-balancing ammo. I have enjoyed most/all of the changes I have seen so far. I like the concept of making every ship worthwhile to fill some role. ...
- by Master Sergeant MacRobert - at 2013.11.29 08:50:00
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391. Give supers drones back - in Player Features and Ideas Discussion [original thread]
Misha Hartmann wrote: Haha, this topic is getting off track. All I was actually suggesting is that super carrier drone bays be increased. This both leaves supercaps as useful or useless to both large and small coalitions/alliances and actua...
- by Master Sergeant MacRobert - at 2013.11.28 17:34:00
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392. Give supers drones back - in Player Features and Ideas Discussion [original thread]
Supercaps and Titans have been a problem for a long time and no one has apparent answers. The reason that most PvPers in the large alilances continue to roam into lowsec is because sub cap warfare in null sec is restricted to structure timers wit...
- by Master Sergeant MacRobert - at 2013.11.28 14:25:00
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393. Solution for getting rid of stabbed & cloaked FW farmers!!! - in Player Features and Ideas Discussion [original thread]
Tikktokk Tokkzikk wrote: Easy fix for cloaks and stabs is to have a 30-40km warp disruption battery on the beacon that points war targets after 10 seconds or so. Mmmm. Perhaps a 20km warp disruption battery (same range as the caputure radiu...
- by Master Sergeant MacRobert - at 2013.11.24 08:23:00
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394. [Suggestion] : Faction Weapons - in Player Features and Ideas Discussion [original thread]
Make Faction Weapons Tech II. At least as a split such as: Sansha Pulse Laser - Tech 1 True Sansha Pulse Laser - Tech 2 Chelm's Modified Pulse Laser - Tech 2 Imperial Navy Laser - Tech 1 Amarr Imperial Navy Laser - Tech 2 - (or just introduce ...
- by Master Sergeant MacRobert - at 2013.11.22 13:35:00
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395. Warp Core Stab Rebalance - in Player Features and Ideas Discussion [original thread]
seth Hendar wrote: Zan Shiro wrote: Davos Jovakko wrote: Just make it so FW Complexes won't allow you in if you have a stab equipped... There. Problem solved. it was the added content changes that got more people into FW. make it so o...
- by Master Sergeant MacRobert - at 2013.11.22 13:22:00
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396. [Beyond da Rubicon] Escort Ships and module - in Player Features and Ideas Discussion [original thread]
Abdiel Kavash wrote: AoE seems kinda overpowered. If it was a targeted module (Remote Invulnerability Field etc), could be cool as an alternative to logistics. AoE is a hinderance in this not a benefit. The resistance bonus only applies to a...
- by Master Sergeant MacRobert - at 2013.11.22 12:25:00
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397. [Beyond da Rubicon] Escort Ships and module - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: No, we don't need "lite" Command Ships. T3s can already fill this role. I don't see the overlap. There will be three recipients MAX from this module; the Squad Commander, The Wing Commander and the Fleet Commander. Sh...
- by Master Sergeant MacRobert - at 2013.11.22 12:20:00
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398. [Beyond da Rubicon] Escort Ships and module - in Player Features and Ideas Discussion [original thread]
I forsee a number of applications. Lots of fleets exist that do not have a command ship. 1. Would be useful for added protection of identifiable FC's which would make target selection a more difficult choice. Rather than just blap the known FC....
- by Master Sergeant MacRobert - at 2013.11.21 17:20:00
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399. [Beyond da Rubicon] Escort Ships and module - in Player Features and Ideas Discussion [original thread]
Master Sergeant MacRobert wrote: Suggestion Adds 15% resistance to resistance to shields and armor of the ships within a 10km radius Sarge Edit: Damn should be shields "or" armor - depending on ship faction.
- by Master Sergeant MacRobert - at 2013.11.21 13:58:00
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400. [Beyond da Rubicon] Escort Ships and module - in Player Features and Ideas Discussion [original thread]
Suggestion "Escort Ship" Tech 2 Tier 2 Destroyers Hulls Can fit the following module in a high slot: Escort Defence Screen High Slot Only one can be fitted per Escort ship Adds 15% resistance to EM, Therm, Kin, Explosive resistance to s...
- by Master Sergeant MacRobert - at 2013.11.21 13:56:00
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