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1781. Eve Devs being moved to try and rescue Dust. - in EVE General Discussion [original thread]
Sebastien Starstrider wrote: uh... from the quotes you had, it doesn't sound like the 'pet project' is in trouble. it sounds like it's doing great and they want to capitalize on that success? i can tell you play dust.
- by MeBiatch - at 2013.07.02 00:43:00
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1782. Largest sov holding alliance - lost all sov - in EVE General Discussion [original thread]
if i were n3 i would tell dinner to take the space while they are busy killing goons. goons getting neutered is more important atm then anything else.
- by MeBiatch - at 2013.07.01 18:10:00
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1783. Largest sov holding alliance - lost all sov - in EVE General Discussion [original thread]
baltec1 wrote: The Mittani sends his regards. so solar comeback to take away n3 from the war you think this would tip in your favor?
- by MeBiatch - at 2013.07.01 18:04:00
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1784. Why is the LEGION getting nerfed? (SMARTER T3 rebalances please) - in EVE General Discussion [original thread]
Two step wrote: Harvey James wrote: I think you make a wrong assumption here .. besides small gangs might not have the option of bringing a T2 ship for every role having 1 or 2 ships being able to do 2 or 3 roles each could be much more val...
- by MeBiatch - at 2013.07.01 14:34:00
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1785. Titan Bridge + Stealth Bomber + Bomb = Potential Exploit? - in EVE General Discussion [original thread]
Capqu wrote: Marlona Sky wrote: The whole 'no velocity on bombs' doesn't really bother me. What does concern me is after a ship bridges in it is NEVER invulnerable, yet a lot of people are reporting that bomber who do bridge in and immediate...
- by MeBiatch - at 2013.06.30 18:39:00
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1786. [Odyssey 1.1] Pirate Faction Rebalance - in Player Features and Ideas Discussion [original thread]
Chimpface Holocaust wrote: MeBiatch wrote: OK here are my changes to the blood raider line: Cruor: special ability: 50% to drone hp points Amarr Frigate Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per leve...
- by MeBiatch - at 2013.06.28 03:11:00
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1787. Sticky:Dev Blog: EVE Vegas - A PLEXcellent Adventure! - in EVE Information Portal [original thread]
what evvss... let me know when i can plex for pizza...
- by MeBiatch - at 2013.06.28 02:07:00
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1788. [Odyssey 1.1] Pirate Faction Rebalance - in Player Features and Ideas Discussion [original thread]
OK here are my changes to the blood raider line: Cruor: special ability: 50% to drone hp points Amarr Frigate Skill Bonus: 15% bonus to Energy Vampire and Energy Neutralizer drain amount per level Minmatar Frigate Skill Bonus: 10% bonus to the ...
- by MeBiatch - at 2013.06.28 01:37:00
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1789. Do people here WANT connection with Dust? - in EVE General Discussion [original thread]
when/if they ported dust to the PC then yes i would love to see a real connection. that or make eve 64 bit and add dust into the client.
- by MeBiatch - at 2013.06.27 20:49:00
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1790. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Karash Amerius wrote: I would also suggest a greater amount transferred between all sizes of modules. Also, the addition of a Capital sized module would be a nice touch as well. i have been asking for capital nuets/nos (ewar mods that work o...
- by MeBiatch - at 2013.06.27 20:38:00
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1791. [Odyssey 1.1] Pirate Faction Rebalance - in Player Features and Ideas Discussion [original thread]
So here is hoping that balancing g-ds read this and impliment some of its ideas... i think there is still enough time to get the pirate factions ships balanced before the point release. So here is a little break down of the pirate faction lines w...
- by MeBiatch - at 2013.06.27 17:39:00
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1792. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
MeBiatch wrote: I do know this is off topic. but any chance you guys are going to get pirate ships in for 1.1? fingers crossed on guritas loosing the missile bonus and gaining the tracking/optimal range bonus that they domi has. moreover: ...
- by MeBiatch - at 2013.06.26 18:44:00
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1793. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
Sarmatiko wrote: CCP Rise wrote: ..and we also aren't going to invest art resources in new modeling (or we would have made extra haulers for Amarr/Caldari), so they will be staying where they are. But what about reusing already created ...
- by MeBiatch - at 2013.06.26 18:27:00
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1794. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
I do know this is off topic. but any chance you guys are going to get pirate ships in for 1.1? fingers crossed on guritas loosing the missile bonus and gaining the tracking/optimal range bonus that they domi has.
- by MeBiatch - at 2013.06.26 18:25:00
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1795. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
for the heavy nosferatu I I would reduce fittings to 1750 pg and cycle time to 10 seconds. for the mdeium nosferatu I i would reduce fittings to 150 pg and cycle time to 5 seconds.
- by MeBiatch - at 2013.06.26 15:21:00
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1796. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Since you're trying to snag me out of the other thread, I'll post here for you! I really don't have a lot to say. We aren't trying to do a full cap-war rework here. I think this change will improve NOS use significantly, and op...
- by MeBiatch - at 2013.06.26 14:42:00
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1797. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Renaming strikes me as messy, but I'll bring it up with our story department and see what their opinion is. i would second the request to have the iteron versions get new names... and the badger mrk II
- by MeBiatch - at 2013.06.26 13:34:00
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1798. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: First page all positive, I'm outta here herpa derp derp... does the ore bay hold gas?
- by MeBiatch - at 2013.06.26 13:16:00
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1799. Sticky:[Odyssey 1.1] Tech 1 Industrials, Round 2 - in Player Features and Ideas Discussion [original thread]
i love it!
- by MeBiatch - at 2013.06.26 13:11:00
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1800. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Akimo Heth wrote: Ranger 1 wrote: MeBiatch wrote: Funky Lazers wrote: The change is kinda useless. Neut is still better because it always works, requires less CPU and you can use it on any target. well i am going to start using one ...
- by MeBiatch - at 2013.06.26 01:18:00
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