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1. Want More Players... Offer options that are not a HUGE timesink - in Player Features and Ideas Discussion [original thread]
For me, the biggest challenge getting back into EVE is that perennial issue of hauling and setting stuff up and then getting there. While it is entirely possible to just set up a ship and go, hauling is still a pain, risky and time consuming. Th...
- by Moonaura - at 2015.07.03 10:28:20
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2. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Oh god, it looks like this thread has... finally... finally... died a decent death. It's all your fault CCP Rise! lol It turned into the most intense 'Last Clap' contest ever. http://www.youtube.com/watch?v=Q2mlD5xcikQ And this is the last cla...
- by Moonaura - at 2014.02.12 02:24:00
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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]
What will be the price of these things? Frankly a cyno jammer is no use to me at the current prices and reserved for the 0.0 alliances. And what does this really do for CCP's long term goal of getting rid of Local for intel gain?
- by Moonaura - at 2014.01.08 12:41:00
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4. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Maxemus Payne wrote: Arthur Aihaken wrote: Maxemus Payne wrote: That is to be expected indeed. I'm just trying to rationalize your HML fit with this comment: "Now you pesky missile spewing demons can stop being greedy and play the game...
- by Moonaura - at 2014.01.07 00:55:00
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5. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Moonaura wrote: Mournful Conciousness wrote: Scaremongering nonsense. Missiles are pretty good. They just not automatic fight-winners. Stop whining. Hey Mournful, We chatted and played on SISI, my offer...
- by Moonaura - at 2014.01.05 16:28:00
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6. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Caleb Seremshur wrote: I am disposable wrote: Caleb Seremshur wrote: The thing is: most missile users just want more range. That's so wrong it hurts. Most missile users want better damage application. I'd recommend fitting a tar...
- by Moonaura - at 2014.01.05 16:09:00
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7. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Scaremongering nonsense. Missiles are pretty good. They just not automatic fight-winners. Stop whining. Hey Mournful, We chatted and played on SISI, my offer for you to come on some roams stands However, I...
- by Moonaura - at 2014.01.05 00:49:00
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8. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Hey guys, unless something dramatic pops up - like CCP responding to what has been discussed recently, then I'm done on this thread. Its been... emotional ;-) Some final thoughts. 1. Bouh - you are not always wrong on some of your thoughts, part...
- by Moonaura - at 2013.12.13 20:51:00
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9. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Arthur Aihaken wrote: Here's a revised HML proposal for consideration. Heavy Missile Fix Again, the problem with your numbers is that they only show worse case scenarios here (the fastest and smallest ships with prop...
- by Moonaura - at 2013.12.12 17:41:00
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10. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Actually I am gathering and compiling data, but that takes time and efforts and I have a life too. Does this mean you'll come on SISI too? I can tell you now, that is the only way to really see if the guns work as expe...
- by Moonaura - at 2013.12.11 20:08:00
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11. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: You are wrong. The counter to speed and signature are EWAR : web and TP. Precision are ammos designed to apply more damage than regular ammo to the targets regular missiles have trouble applying damage. Oh dear gods. Y...
- by Moonaura - at 2013.12.11 20:03:00
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12. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Excuse my excessive irony, this thread has been... intense lately. Well since it started really :) But yes, agree with you. That is why we'd like to have the original RLML mechanics back, in addition to the new burst ones. CCP Rise has clearly s...
- by Moonaura - at 2013.12.11 17:01:00
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13. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Zvaarian the Red wrote: Bouh Revetoile wrote: So, please, stop being a douchebag. You consistently act like you know more about missiles than missile users (some of whom are very experienced), willfully misinter...
- by Moonaura - at 2013.12.11 16:31:00
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14. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
The reason I opted for Target Painters instead of webs in this extreme example, is that typically Heavy Missiles are best used outside of web range. It is also worth remembering that TP would only work well within the 45 km optimal range. So for ...
- by Moonaura - at 2013.12.11 16:22:00
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15. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Shhhh... PvE doesn't count :) You could always use Heavy Missiles instead... Yes I was joking. Reroll guns.
- by Moonaura - at 2013.12.11 14:39:00
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16. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Fit for the Bellicose below. Here is an example of why the Heavy Missiles are not feasable in PvP. I've gone a bit silly with it. I've filled it full of target painters - for which it gets a bonus. And I've filled it full of missile rigs to hi...
- by Moonaura - at 2013.12.11 13:57:00
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17. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Zvaarian the Red wrote: Moonaura wrote: Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Mi...
- by Moonaura - at 2013.12.11 13:30:00
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18. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Quote: but atm we dont have a proper missile systems outside of spacialised frig owning system and brawling HAMs, (yes you need webs to apply damage) I mean if this is actually the root of a lot of the problem then that's ...
- by Moonaura - at 2013.12.11 12:46:00
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19. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Zvaarian, its an issue with missiles in general. The time to target and delayed response, is a pain in missile gangs. I saw this most when I ran sniping / kiting caracal's pre-crucible nerf on Heavy Missiles. We'd fit to reach 110km, as it was one...
- by Moonaura - at 2013.12.11 11:57:00
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20. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Great work Arthur, this really makes clear where these things work and fail. The Caracal I used was just a buffer fit RLML I actually had fit on my alt pre their nerfing, just a point on it and MWD and three BCU. Missiles were Explosion Precision...
- by Moonaura - at 2013.12.11 01:05:00
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