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1. overpowered modules - in Ships and Modules [original thread]
Quote: Lets please not suggest adding nerfs to additional modules. For a player to make such a request is just frightening I'm sorry, but this is a pathetic comment. Why the hell shouldn't I suggest nerfs? Every other post on this *inser...
- by Myko - at 2005.05.03 22:05:00
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2. overpowered modules - in Ships and Modules [original thread]
Originally by: Shayla Sh'inlux 1) Nerfing damage mods will change nothing. People will still gank; it's just gonna take a few shots extra to kill a ship. 2) With t2 mods shield tanking is actually more cap efficient than armor tanking. Als...
- by Myko - at 2005.05.03 12:07:00
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3. overpowered modules - in Ships and Modules [original thread]
There has been a load of discussion about gank tactics, how they are ruining the game, making it pointless etc. similarly, there have been loads of threads about sensor boosters, warp core stabilisers and other items that ships fit as many as poss...
- by Myko - at 2005.05.03 11:46:00
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4. Insane Balance Thoughts v8.3 - in Ships and Modules [original thread]
Edited by: Myko on 02/05/2005 15:46:44 Originally by: Stuart Price PROBLEM: Gank setups are utterly dominant. MY SOLUTUION: (Takes a deep breath). Ok, first of all the real problem is that fights are over VERY quickly and lack any in ...
- by Myko - at 2005.05.02 15:46:00
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5. Instalocking Batleships vs Instajumps - in Ships and Modules [original thread]
Originally by: Leneerra and last but not least, using a sensor booster or some of the other modules mentioned supposedly having no penalty, they use up a slot, a slot you cannot use to regain cap, or tank your ship with, or do a variety o...
- by Myko - at 2005.05.02 15:19:00
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6. Instalocking Batleships vs Instajumps - in Ships and Modules [original thread]
The problem is that there are a couple of modules with no drawbacks (cap rechargers, sensor boosters, warp core stabs, damage mods etc.). This leads to the situation where you try to fit as many of these modules as possible because there is no inh...
- by Myko - at 2005.05.01 16:00:00
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7. Another missile nerf idea - I know it might be boring - in Ships and Modules [original thread]
Originally by: Hast how do you dodge anything in a battleship? you move the rest of the galaxy...
- by Myko - at 2005.04.16 22:13:00
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8. A proposed sollution to ganking in general - in Ships and Modules [original thread]
Edited by: Myko on 16/04/2005 22:07:31 Originally by: Meridius It's just too bad some ships like the Zealot were made for pure gankage . Damage mods are fine, quit whining. almost all the amarr ships seem designed for 'pure ganka...
- by Myko - at 2005.04.16 22:04:00
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9. Looking for good NPC Tristan setups. - in Ships and Modules [original thread]
Originally by: soap man 2 125mm railguns with tungsten ammo, 1 light missile launcher with bloodclaw missiles. In midslots put 1 afterburner and 2 cap rechargers. In low slots put 2 cap relays and a small armor repairer. Fill cargohold ...
- by Myko - at 2005.04.16 21:55:00
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10. Hull Classes and Missile Balance, Looking for New Approaches. - in Ships and Modules [original thread]
Edited by: Myko on 14/04/2005 09:22:12 Quote: The only reason I do that is because I am deeply pessimistic that any changes approved will help anyone rather than satisfy none. no changes made will ever please everyone. The idea tha...
- by Myko - at 2005.04.14 09:22:00
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11. Cerberus & T2 Missile Gear - in Ships and Modules [original thread]
Edited by: Myko on 14/04/2005 08:56:57 what a suprise, looks like missiles need balancing....
- by Myko - at 2005.04.14 08:57:00
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12. pulse nerf - in Ships and Modules [original thread]
Originally by: RollinDutchMasters Unfortunately for them, until missiles are fixed against smaller targets, missiles simply cant go faster. It's the reason I think raven pilots who oppose the missile rebalance are idiots. 100% agree. ...
- by Myko - at 2005.04.13 17:27:00
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13. Stealth Indys - in Ships and Modules [original thread]
Originally by: Zachios Primos cloaking is great and all that, but being one that hunts. it i see a hauler or any other ships that cloaks while i'm in an inti or something of the sort (a fast ship) all i ahve to do is just head towards you ...
- by Myko - at 2005.04.13 17:04:00
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14. Don't freakin mess with me - in Ships and Modules [original thread]
see what happens when CCP boost instead of nerf....
- by Myko - at 2005.03.31 22:03:00
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15. Stop picking on the Battleship pilots - BS Pilot's Unite - in Ships and Modules [original thread]
Don't take it personally, its a forum of an online game, not somewhere where any of the stuff said or done actually means anything. Looking back, I was a bit off topic and for that I apologise. But threads often veer into different areas of discu...
- by Myko - at 2005.03.31 21:33:00
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16. Stop picking on the Battleship pilots - BS Pilot's Unite - in Ships and Modules [original thread]
Edited by: Myko on 25/03/2005 13:51:45 an assault frig will never be as powerful as a battleship, even with all the skills in eve. A battleship has more high, medium and low slots. A battleship has more shield, armour and structure. A battlesh...
- by Myko - at 2005.03.25 13:45:00
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17. Stop picking on the Battleship pilots - BS Pilot's Unite - in Ships and Modules [original thread]
Originally by: hitech redneck Well why not include BC's they are suppose to be the next step below a bs, So why is a hac better. to be honest i don't know if either a HAC or a BC can solo a battleship, their abilty to engage all three ...
- by Myko - at 2005.03.24 21:36:00
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18. Stop picking on the Battleship pilots - BS Pilot's Unite - in Ships and Modules [original thread]
Edited by: Myko on 24/03/2005 21:31:46 there is a natural cap to how many combat skills you can have - there are a limited number of skills. You can have 12 million skillpoints and be better at combat than a 21million sp industrialist. My main...
- by Myko - at 2005.03.24 21:30:00
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19. Poss. Missile solution - in Ships and Modules [original thread]
Edited by: Myko on 24/03/2005 21:21:47 no frigate i know can do enough DoT to kill a battleship - even intys and AF's. You'd need to have no tank of any kind, stay still and not warp out/logoff. If it takes 3 AF's to kill a battleship, then th...
- by Myko - at 2005.03.24 21:19:00
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20. Poss. Missile solution - in Ships and Modules [original thread]
Originally by: Vigilant Edited by: Vigilant on 24/03/2005 15:02:49 a Megathron with two Cruise Launchers lobbing both at a Frig doing 50 DMG each can be easily Tanked....Especially a AF... Makes them about useless....Bigger the missile...
- by Myko - at 2005.03.24 20:46:00
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