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421. CCP- what r you guys thinking towards marauders? not finished stats, just genera... - in Player Features and Ideas Discussion [original thread]
PavlikX wrote: I guess that CSs will be rebalanced first amongst the t2ships. Probably next expansion will have mentioned CS, pirate ships rebalances, improvements of Odyssey rebalance and new navy BSs (ex-tier3). I doubt that we will see rewor...
- by Mole Guy - at 2013.06.14 19:55:00
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422. CCP- what r you guys thinking towards marauders? not finished stats, just genera... - in Player Features and Ideas Discussion [original thread]
Hakaimono wrote: If they raise sensor strength, they might nerf everything else. Although I do like the idea of them being WH dedicated. unless they get rid of rat jamming (which i do not like the idea of (military moto...train like u fight, ...
- by Mole Guy - at 2013.06.14 19:53:00
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423. CCP- what r you guys thinking towards marauders? not finished stats, just genera... - in Player Features and Ideas Discussion [original thread]
Jureth22 wrote: Jonas Sukarala wrote: Alvatore DiMarco wrote: With the exception of some possible minor adjustments to T1 ships, T2 are up for rebalancing now that Tiericide is over. They'll start with T2 frigates and move upward through ...
- by Mole Guy - at 2013.06.14 19:35:00
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424. marauder/commandships - in Player Features and Ideas Discussion [original thread]
Jonas Sukarala wrote: Mole Guy wrote: PavlikX wrote: CCP should remake bonuses i think. Paladin and Kronos for example. For what reason Paladin needs aditional damage bonus? There is 100% damage role bonus, well it would be great if CCP w...
- by Mole Guy - at 2013.06.14 19:31:00
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425. CCP- what r you guys thinking towards marauders? not finished stats, just genera... - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: With the exception of some possible minor adjustments to T1 ships, T2 are up for rebalancing now that Tiericide is over. They'll start with T2 frigates and move upward through the ship sizes just like they did with T1 sh...
- by Mole Guy - at 2013.06.14 19:26:00
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426. CCP- what r you guys thinking towards marauders? not finished stats, just genera... - in Player Features and Ideas Discussion [original thread]
we are curious to know the direction you guys are thinking about taking marauders. exploration? t2 hac bs? worm hole survivability? scanning/probing? jump drive style capital support? reconn extension into bs? salvage king? we keep posting kewl ...
- by Mole Guy - at 2013.06.14 16:21:00
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427. secondary marauder role: capital escourt - in Player Features and Ideas Discussion [original thread]
PavlikX wrote: Ms and Bos with jumping abilities both? You know, it would be great if CCP will reveal their T2 generation rebalance ideology. We have no real info right now. agreed. but i want to put ideas in their head before they do so w...
- by Mole Guy - at 2013.06.14 15:51:00
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428. I don't know where they may go in subject. - in Player Features and Ideas Discussion [original thread]
we've made mention in the past about having things in certain systems that would alow us to target and shoot with a gazzilion hp and never died so we could test our weapons out on. something frig sized that moved, something cruiser and bs sized. ...
- by Mole Guy - at 2013.06.14 15:41:00
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429. secondary marauder role: capital escourt - in Player Features and Ideas Discussion [original thread]
personally, i cant stand t3 ships. they are so freakishly OP it isnt fun anymore. i dread the thought of a t3 bs or t3 miner or anything t3...
- by Mole Guy - at 2013.06.14 15:37:00
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430. marauder/commandships - in Player Features and Ideas Discussion [original thread]
PavlikX wrote: CCP should remake bonuses i think. Paladin and Kronos for example. For what reason Paladin needs aditional damage bonus? There is 100% damage role bonus, well it would be great if CCP will make 125% role bonus to the damage, free...
- by Mole Guy - at 2013.06.14 15:35:00
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431. secondary marauder role: capital escourt - in Player Features and Ideas Discussion [original thread]
can u imagie this. a covops is being chansed through enemy territory by a couple bc. the cov ops is just a gate ahead and these guys are relentless. the bc jump into the next system to find 6-7 marauders sitting there (the cov ops cynoed at the g...
- by Mole Guy - at 2013.06.14 15:29:00
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432. secondary marauder role: capital escourt - in Player Features and Ideas Discussion [original thread]
i sorry for those who havent been following them marauder ideas from the last 6 months. there have been many proposed changes to these kewl ships. mostly, we need a more defined role for them. what we know is, they are supposed to operate for a l...
- by Mole Guy - at 2013.06.14 15:25:00
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433. marauder/commandships - in Player Features and Ideas Discussion [original thread]
Jonas Sukarala wrote: Well actually being T2 battleships would mean potentially access to 2 more slots than T1 level so 21 slots... As T2 combat battleships emphasis would be tank and dps but they must remove e-war from them. buff sensor streng...
- by Mole Guy - at 2013.06.14 14:52:00
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434. marauder/commandships - in Player Features and Ideas Discussion [original thread]
add another high slo to add a 5th weapon is ok. but the thing about the marauders is the double weapon bonus so we CAN HAVE utilities. in all actuality, we need 1 more high slot FOR utility. marauders need a probe bonus so we can scan things dow...
- by Mole Guy - at 2013.06.14 14:15:00
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435. marauder/commandships - in Player Features and Ideas Discussion [original thread]
breakfast was better the first time i tasted it. i like some of the changes you mentioned in the marauders, but they are battleships, not dreads. they are tech 2 meaning specialists in assault. why would they have an increase in sig radius? drop...
- by Mole Guy - at 2013.06.14 14:02:00
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436. marauder/commandships - in Player Features and Ideas Discussion [original thread]
uuuh no. i cant take all this dumb in at once and live.. i am having to read it in chunks then go vomit. ill brb..
- by Mole Guy - at 2013.06.14 13:57:00
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437. Lowering of skill multiplier for subcap ships (BC and below) - in Player Features and Ideas Discussion [original thread]
Daniel Whateley wrote: I admit it did change a lot of things about the game, but you're not going to find a whole lot of difference in races until you can properly fly 1 race, and i mean t2 fit it, core skills like navigation, capacitor, and ta...
- by Mole Guy - at 2013.06.14 13:44:00
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438. [Proposal] Armor tank. New armor plates and improovments of existing modules - in Player Features and Ideas Discussion [original thread]
how can reducing the cycle time and cap use equally affect stability? if it costs 100 cap to use it for 10 seconds, how would making it use 50 cap for 5 seconds or 30 cap for 3 seconds affect things? also, if i learn how to tweak my system for b...
- by Mole Guy - at 2013.06.13 19:33:00
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439. [Tiericide] Remaining T2 Hulls - in Player Features and Ideas Discussion [original thread]
[/quote] Last i heard fozzie was putting together, or has put together a first draft of changes for these ships. [/quote] where did u hear this? do u have a link? i have been waiting for commands for 7 years now. they are kewl, but have SO much ...
- by Mole Guy - at 2013.06.13 19:25:00
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440. Make Faction Weapons Useful - in Player Features and Ideas Discussion [original thread]
correct me if i am wrong, but t2 weapons give a 2% bonus per level to damage or ROF. t1 do not get this bonus. i made this argument a couple months ago on the forums. officer weapons should be able to use t2. they should not gain the 2% bonus fo...
- by Mole Guy - at 2013.06.13 14:18:00
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