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1. Neutrals in FW Plexes and Security Status Hits - in Player Features and Ideas Discussion [original thread]
I approve. I'm not sure how many militia pilots are "only" pirates because it's not PvP free in plexes, however, I think the overall concept is sound.
- by MinutemanKirk - at 2014.06.04 17:05:00
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2. Faction Warfare mission changes - in Player Features and Ideas Discussion [original thread]
I agree with moving all the agents to lowsec. However, I disagree with sending them ONLY into enemy systems. I understand the logic behind it, but I think you would choke off the entire point of upgrading a warzone past a certain point if it is ne...
- by MinutemanKirk - at 2014.06.04 16:04:00
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3. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
If it's supposed to be an "aid" ship I don't see how giving it a turret bonus fits that role.... I'd suggest swapping it for the Remote Repair Range Bonus mentioned in previous posts.
- by MinutemanKirk - at 2013.12.03 17:26:00
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4. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
A tech 2 version of the current mobile cyno jammer that would make it's effects system wide.
- by MinutemanKirk - at 2013.11.13 17:23:00
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5. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Well they do sacrifice a LOT of dps between HAMS and rapids. The fact is peopel are thinkign on the HAMS as the standad missiel to use and the rapids as the specialization, but currently eve is the other way around. You wa...
- by MinutemanKirk - at 2013.11.09 18:28:00
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6. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Michael Harari wrote: MinutemanKirk wrote: I have no idea if it will be HML or RLML fit. Have you tried looking? *is shocked* I can actually look at other ships?! Of course I do (and I usually engage anyway) but that's not the point...
- by MinutemanKirk - at 2013.11.09 18:23:00
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7. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
I for one would like to support the change. First, if flying in a frig, one of the few cruisers I won't tackle by myself as soon as I see it (QCATS has a 10% ROE) to wait for friends is a Caracal simply because I have no idea if it will be HML or...
- by MinutemanKirk - at 2013.11.09 18:14:00
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8. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: MinutemanKirk wrote: Make a second T2 BS (using the old "tier 3" hulls) for PvP and let Marauders be a purely PvE ship CCP do not want a PvE only combat ship. Hence why this change is happening. Then I'd like to see w...
- by MinutemanKirk - at 2013.10.09 18:29:00
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9. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
I'm sure it's been stated before but I'm not wading through 250+ pages to find posts. Make a second T2 BS (using the old "tier 3" hulls) for PvP and let Marauders be a purely PvE ship. Without a significant cap bonus in their current form, the ba...
- by MinutemanKirk - at 2013.10.09 17:54:00
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10. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Marlona Sky wrote: CCP Rise wrote: [SACRILEGE We wanted to get rid of the cap recharge bonus, as it is both kind of dated and strange Glad you saw the wisdom in not wasting a bonus slot on a useless bonus. CCP Rise wrote: Deimos We ...
- by MinutemanKirk - at 2013.07.29 18:04:00
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11. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Samas Sarum wrote: Welcome to all Amarr BS's (can we retire the unlimited ammo meme, no one uses T1 crystals). So because Amarr have cap hungry guns that justifies Gallente having them also? Gallente have enough cap problems as it is sinc...
- by MinutemanKirk - at 2013.05.25 19:56:00
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12. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Zetak wrote: Roime wrote: What is the intended use for a Navy Mega? It doesn't seem to have mnay strengths compared to other ships here. What does "attack battleship" mean? Well, it has 130m/s speed for starters. Take it from someone ...
- by MinutemanKirk - at 2013.05.16 16:36:00
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13. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Perihelion Olenard wrote: The prices are soaring right now for the navy battleships due to the announced changes. Prices soared for the tech one battleships as well, but has dropped again. The tech one megathron is lower than it was before. ...
- by MinutemanKirk - at 2013.05.14 21:57:00
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14. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
mynnna wrote: I've looked at the normal mega. Fleet fit it gets way less EHP, 75m3 drone bay means you can run warriors and EC-600s or three sentries instead of a full flight of sentries and EC-600s, it's slower, and worst of all, it's current...
- by MinutemanKirk - at 2013.05.14 21:37:00
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15. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Jerick Ludhowe wrote: MinutemanKirk wrote: The whole reason why I'm upset the suggested navy mega is because there is such little difference from it's T1 counterpart. 50m3 more bandwidth, 2 flights of lights, a heavy nuet, and a bunch mo...
- by MinutemanKirk - at 2013.05.14 14:10:00
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16. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
mynnna wrote: 930 DPS with Gardes (realistically, use sentries with longer range, but it's still a lot of dps), 150k EHP, aligns in 10 seconds, moves at 1033m/s, has a heavy neut if things try to go to zero on you, and only needs booster 150s ...
- by MinutemanKirk - at 2013.05.14 13:53:00
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17. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Caljiav Ocanon wrote: Maximus Andendare wrote: No. You guys need to get over the "8" number for the turrets. As its been said quite a few times, less turrets = less ammo and more importantly, less cap. As long as the damage is working out th...
- by MinutemanKirk - at 2013.05.14 00:52:00
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18. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
[quote=Grath Telkin I'm not sure if anybody has bothered to tell you this yet in life, but I'll go ahead and be the first:: Just because you don't agree with something doesn't make it wrong or factually incorrect. [/quote] Har, har, funny man. I...
- by MinutemanKirk - at 2013.05.14 00:27:00
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19. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Grath Telkin wrote: MeBiatch wrote: MinutemanKirk wrote: Any particular reason why you don't want to make the Dominix have 20 fitting slots like every other Navy BS? Would be kinda nice to have 8 low slots since it's a split weapon platfo...
- by MinutemanKirk - at 2013.05.14 00:09:00
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20. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Any particular reason why you don't want to make the Dominix have 20 fitting slots like every other Navy BS? Would be kinda nice to have 8 low slots since it's a split weapon platform AND supposed to be armor tanked...
- by MinutemanKirk - at 2013.05.13 23:52:00
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