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41. How to nerf Angel ships properly. - in Ships and Modules [original thread]
Originally by: Stil Harkonnen Originally by: Omarvelous Easiest fix is: - reduce turret damage bonus by 30% - increase mass so they are equal in agility to the fastest ship in their class. Don't **** with the drone bay. Don't ...
- by Omarvelous - at 2010.04.25 16:16:00
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42. How to nerf Angel ships properly. - in Ships and Modules [original thread]
Easiest fix is: - reduce turret damage bonus by 30% - increase mass so they are equal in agility to the fastest ship in their class. Don't **** with the drone bay. Don't **** with fitting. Just slow them down a little bit and reduce their d...
- by Omarvelous - at 2010.04.24 22:17:00
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43. Is the narcotic market dead ...DEA too tough!? - in Market Discussions [original thread]
Originally by: Atima Originally by: SiliusTrader Caldari Hi guys, I am new to EVE and I have to say that I LOVE the game so far. I started to do some trading and I am just starting to get the picture. But I have a question so far ...
- by Omarvelous - at 2010.04.22 18:50:00
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44. Skillpoint Loss - in EVE General Discussion [original thread]
So.... What skill are you re-training? JOIN US My ****ty Stats
- by Omarvelous - at 2010.04.19 03:43:00
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45. Dreadnaught Purpose - in Ships and Modules [original thread]
They're meant to be used in the bonus room of Angel's Extravaganza. Perma tanking is the purpose of a dreadnought. Don't listen to idiots that say they're meant to be used in fleets for killing other capital class ships or POSes. They're stupid....
- by Omarvelous - at 2010.04.16 21:06:00
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46. Not a whine - I'm hoping people can clarify some perceptions I have... - in EVE Alliance Tournament Discussion [original thread]
Originally by: TeaDaze Originally by: Omarvelous - A flagship with no limits on its modules (unless I misinterpreted the rules on them). There are still significant restrictions on the mods allowed (at least at the current rule...
- by Omarvelous - at 2010.04.13 21:34:00
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47. A thought on dealing with blobbing - in Ships and Modules [original thread]
Originally by: Liang Nuren I'd rather see a weapon which deals damage proportional to the number of ships in the vicinity. 1 guy, almost unaffected. 5 guys, it stings a bit. 20 guys and we start seeing **** die. 200 guys and people START *...
- by Omarvelous - at 2010.04.13 19:36:00
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48. A thought on dealing with blobbing - in Ships and Modules [original thread]
Originally by: Allaera Originally by: Omarvelous What if CCP introduced a similar weapon in the game? Fire it one ship and it could do x damage, modified by a ship's signature size (similar to how bombs work), if there are any sh...
- by Omarvelous - at 2010.04.13 18:53:00
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49. Ferox help - in Ships and Modules [original thread]
Originally by: Haze Dust I did some missions and got enough isk to buy a drake with the seeling of the ferox. Just needed a way to bridge the money cap needed since the ferox wasnt worth as much, but it all worked out. And now I have my dr...
- by Omarvelous - at 2010.04.12 23:49:00
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50. Not a whine - I'm hoping people can clarify some perceptions I have... - in EVE Alliance Tournament Discussion [original thread]
Originally by: Cap Tyrian Basically yes, except the repair unit limitation and may not fit remote armour repair modules, remote shield transfer modules, or cloaking devices. look at it this way, this is an expensive prestiges tournament, ...
- by Omarvelous - at 2010.04.12 23:43:00
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51. A thought on dealing with blobbing - in Ships and Modules [original thread]
Originally by: Omara Otawan We could call it a bomb launcher, it would have 4 different types of ammo dealing one damage type each, and a 30km blast radius. Sound good? Bombs strike 1 blast radius. I'd rather have something more dynam...
- by Omarvelous - at 2010.04.12 20:13:00
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52. Not a whine - I'm hoping people can clarify some perceptions I have... - in EVE Alliance Tournament Discussion [original thread]
Edited by: Omarvelous on 12/04/2010 20:08:00 Two things I'm not a fan of this time around for the tournament. - An auction to buy your way into the tournament. - A flagship with no limits on its modules (unless I misinterpreted the rules on...
- by Omarvelous - at 2010.04.12 20:08:00
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53. A thought on dealing with blobbing - in Ships and Modules [original thread]
Edited by: Omarvelous on 12/04/2010 19:50:53 I realize this post probably should be in the ideas section, but I'd rather hear feedback from the ships and modules forum. I assume some of you are familiar with the book, Ender's Game, and a wea...
- by Omarvelous - at 2010.04.12 19:48:00
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54. What is the Ferox good for? - in Ships and Modules [original thread]
Edited by: Omarvelous on 11/04/2010 08:42:09 Why use hybrids when you can use autocannons! Better engagement envelope, effective tracking, damage selection, and they're capless - even a BS/curse neuting you won't mean you can't still throw som...
- by Omarvelous - at 2010.04.11 08:40:00
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55. Thanatos and what Implants? - in Ships and Modules [original thread]
Slaves work on cap ships. Id use LG slaves in 00 and HG in low sec. Depends on your budget. JOIN US My ****ty Stats
- by Omarvelous - at 2010.04.01 19:37:00
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56. Ferox help - in Ships and Modules [original thread]
Sell your Ferox and buy a Drake. JOIN US My ****ty Stats
- by Omarvelous - at 2010.03.31 19:59:00
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57. * * * Important Internet Spaceship League Wants YOU * * * - in Alliance and Corporation Recruitment Center [original thread]
Its been 4 months since I last bumped this thread. We've opened up recruitment. We're highly active and growing. If you're looking for exciting small to mid-sized gang engagements with a good group of people, we're probably a good fit for you. Co...
- by Omarvelous - at 2010.03.26 07:05:00
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58. armor vs. shield buffer tanks when coming out of a ship mant array - in Ships and Modules [original thread]
How hard would it be to program the game so that: A ship in a maintenence array for at least 5 min has its full shield value when undocked. If its been in it for less than 5 min - it has the same shield ammount as it had when it entered in plus ...
- by Omarvelous - at 2010.03.21 03:50:00
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59. Gallente: Hyperion vs Mega vs Domi - in Ships and Modules [original thread]
You guys try fitting 2x tracking computers with range scripts and null ammo on the Hyp? Its a reasonable engagement envelope. I'm also tinkering with abandoning armor rigs on the Hyp - and instead fitting damage rigs. May as well work with the fa...
- by Omarvelous - at 2010.03.17 06:13:00
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60. ARMOR TANKING - in Ships and Modules [original thread]
Originally by: Psychotic Maniac Go fight a tri-rep myrm. I'll lend the OP a shred of legitimacy and dignify your response with a serious answer. Active tanks (like the all-too predictable triple rep myrm) die hilariously fast to neuts...
- by Omarvelous - at 2010.03.17 06:06:00
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