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1. Sticky:[Rubicon 1.1] Capital Turret Tracking Changes in Conjunction with Heat Iteration - in Player Features and Ideas Discussion [original thread]
You do know there exist such things as TRACKING ENHANCERs ? What happens: Armor-fitted dread - more-or-less the same as it used to be. Shield-tanked dread (yeah, sometimes Moros is shield) - pure nerf. (I'm talking from the PoV of w-space applic...
- by MisterAl tt1 - at 2014.01.17 12:36:00
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2. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
PotatoOverdose wrote: Your drones/fighters will show up on dscan, mate. Also wrecks, lots of wrecks. Combine with how easy the MSI is to scan down with its 500m sig and 5 sensor strength, yeah good luck with that. With one of currently popu...
- by MisterAl tt1 - at 2014.01.10 01:07:00
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3. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
PotatoOverdose wrote: Let's look at the MSI. Why would anyone ever bother with a 15 mil, 100m3 structure that only lasts 1 hour? Will never be used by anyone on a regular basis. Reduce those 3 values to their previous iteration. Just my 2 is...
- by MisterAl tt1 - at 2014.01.09 23:56:00
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4. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
The proposed updates to the MSI don't deal with a problem of carebears farming a wormhole site and you don't even know it before you scan it down (versus 1 click on d-scan now). Once again - upon opening the hole you have very little time to catch...
- by MisterAl tt1 - at 2014.01.09 13:19:00
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5. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
oO One of my guys just tested MSI. This thing can be ECCMed! As a result a t2 fitted cov-op, not-perfect skills, no implants, got a 82.3% signal at 0.5 AU probe radius. Needed manual probe-moving to scan it down. Have fun seeking for capitals un...
- by MisterAl tt1 - at 2014.01.07 13:31:00
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6. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Catherine Laartii wrote: One of the common themes I'm seeing in this thread is about how bad this is going to be for w-space. I would like to reiterate the factoid that wormhole space, since its inception, was intended to be completely unscript...
- by MisterAl tt1 - at 2014.01.07 12:28:00
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7. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Ilaister wrote: You give away too much in w-space by dropping one of these in the first place for PvP... but this will make PVE extremely safe. Has this been factored into the thinking? PVE fleet is usually not willing to take part in PVP. ...
- by MisterAl tt1 - at 2014.01.06 22:53:00
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8. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Fozzie, get yourself and alt and join any decent wormhole alliance. Maybe that will let you know that your idea of the game is not always same with how people play and want to play it.
- by MisterAl tt1 - at 2014.01.06 22:23:00
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9. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
A little "for great justice" fix to Abdiel Kavash's post: 1) Scatter 50 scan disruptors across the wormhole system. 2) Hide your fleet at one. 3) Laugh as the enemy probers spend an hour trying to figure out is there any active fleet at all in t...
- by MisterAl tt1 - at 2014.01.06 22:10:00
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10. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Epigene wrote: Its not "that" bad. We already scan / hunt with cloaky ships and we already hunt for cloaky ships. Scanning down the mobile unit doesn't seem hard, just get on grid and find out what they have. If anything, the opposing team ju...
- by MisterAl tt1 - at 2014.01.06 20:07:00
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11. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Now, as someone playing this game just about wormholes: reading the current description about Scan Inhibitor, the first thing coming to my mind is "why wasn't it this guy who left CCP for good?". Or is it another case when you don't care at all ab...
- by MisterAl tt1 - at 2014.01.06 19:55:00
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12. What do we want from the Tech 3 rebalance? - in Player Features and Ideas Discussion [original thread]
T3 is a ship of wormholes. CCP won't listen to what changes we want them to do, but I hope they will hear that T3s should not be nerfed to the oblivion, for only those ships are useful in wormholes on a large scale. Simple example: you find someon...
- by MisterAl tt1 - at 2013.06.14 00:35:00
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13. [Odyssey] Ship Resistance Bonuses - in Player Features and Ideas Discussion [original thread]
I've thought after all the replies here the change was not to pass.... and now I comm to SiSi and see this stupid change there!!!! Didn't people write enough reasons why this should not be?
- by MisterAl tt1 - at 2013.05.30 19:38:00
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14. Sticky:[Odyssey] X-L Weapons Balance - in Player Features and Ideas Discussion [original thread]
Still a question, AFAIK you were going to nerf tracking enhancers too. Did you have that nerf in mind when thought of this nerf?
- by MisterAl tt1 - at 2013.05.29 13:32:00
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15. Sticky:[Odyssey] X-L Weapons Balance - in Player Features and Ideas Discussion [original thread]
Closed server client data: Dual Giga Pulse Laser I
maxRange: 37500.0 => 40000.0
Dual Modal Giga Pulse Laser I
maxRange: 41250.0 => 44000.0
6x2500mm Heavy Gallium Repeating Cannon
trackingSpeed: 0.00486 => 0.00437
6...
- by MisterAl tt1 - at 2013.05.21 11:11:00
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16. Sticky:[Odyssey] X-L Weapons Balance - in Player Features and Ideas Discussion [original thread]
I don't actually remember any other dev who was as hated for his "changes" as this one. And yeah, the "everything is to be the same" approach to balance is disturbing.
- by MisterAl tt1 - at 2013.05.17 20:36:00
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17. Sticky:[Odyssey] X-L Weapons Balance - in Player Features and Ideas Discussion [original thread]
Seems like you were going to nerf tracing enhancers at the same time, did you keep that in mind when thought of these changes? Cos 2 nerfs at the same time, isn't it too much?
- by MisterAl tt1 - at 2013.05.17 19:34:00
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18. Sticky:[Oddysey] Capital Rigs - in Player Features and Ideas Discussion [original thread]
Max Teranous wrote: You do realise that T1 capital rigs will only cost 100 to 150 mil isk per ship right, not 5 bil? You do realize people fit T2 rigs not cos they have free isk, but cos they put capitals efficiency to the level? With Chime...
- by MisterAl tt1 - at 2013.04.24 13:34:00
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19. Sticky:[Oddysey] Capital Rigs - in Player Features and Ideas Discussion [original thread]
woot? T2 rigs required for capitals (not supers), such as CCC T2 for carriers are already comparable to the price of the hull itself! You want rigs for PVP-used ships to become 2.5 times the price of the capital ship? Those carriers NEED T2 rigs. ...
- by MisterAl tt1 - at 2013.04.24 07:03:00
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20. [Odyssey] Ship Resistance Bonuses - in Player Features and Ideas Discussion [original thread]
Will the be any answers from those authors of this "great" idea?
- by MisterAl tt1 - at 2013.04.18 21:15:00
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