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1381. What do you think CCPs plans for armor and shield tanking are? - in Ships and Modules [original thread]
Takeshi Yamato wrote: The Reactive Armor Hardener improves active and buffer tank fits equally. If the goal is to improve active armor tanking, there's no way around buffing armor repairers in some way. That's not technically true. Active ar...
- by Paikis - at 2012.08.26 11:57:00
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1382. What do you think CCPs plans for armor and shield tanking are? - in Ships and Modules [original thread]
SpaceSavage wrote: Paikis wrote: There is a very simple fix here. Change the Rig skills to reduce penalties by 20% per level. That would remove penalties on any rigs you chose to train to V. Armor ships would retain their HP advantage withou...
- by Paikis - at 2012.08.26 10:20:00
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1383. What do you think CCPs plans for armor and shield tanking are? - in Ships and Modules [original thread]
Improved Reactive Armor Hardener CPU: 44 PG: 1 Activation: 18 cap Duration: 6 seconds Starts at 15% to all resists, and adapts 5% per cycle to a max of 50% to 2 resists and 0% to two others. Armor Resistance Phasing (3) Improves control over, and...
- by Paikis - at 2012.08.26 02:49:00
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1384. What do you think CCPs plans for armor and shield tanking are? - in Ships and Modules [original thread]
nahjustwarpin wrote: Paikis wrote: Somebody can't fly shield ships. Your "suggestions" basically amount to the following: 1. Buff remote armor reps, nerf shield transfers. 2. Remove penalties from armor tanking rigs or cripple shield tanki...
- by Paikis - at 2012.08.25 23:27:00
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1385. What do you think CCPs plans for armor and shield tanking are? - in Ships and Modules [original thread]
Takeshi Yamato wrote: 1. CCP will halve the cycle time of remote reps and doubling the cycle time of remote shield transfers while maintaing their healing per second. I'm not sure if this will be enough. If not they'll have to be homogenized. ...
- by Paikis - at 2012.08.25 14:50:00
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1386. What do you think CCPs plans for armor and shield tanking are? - in Ships and Modules [original thread]
There is a very simple fix here. Change the Rig skills to reduce penalties by 20% per level. That would remove penalties on any rigs you chose to train to V. Armor ships would retain their HP advantage without being slowed down so much, and shield...
- by Paikis - at 2012.08.25 05:26:00
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1387. What were some legendarily overpowered ships in the past? - in Ships and Modules [original thread]
Hrett wrote: Drake shall soon join this list! Trololololol I nominate: The Angels ships. All of them.
- by Paikis - at 2012.08.25 04:09:00
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1388. Where are the lvl 4 Blockade missions? - in Missions & Complexes [original thread]
Sobaan Tali wrote: Paikis wrote: Murini has a Kaalakiota agent that gives Blockades against Blood Raiders fairly regularly... neuts suck though. You have been warned. That's actually not as hard as you think, you just need to kill the cru...
- by Paikis - at 2012.08.25 04:06:00
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1389. New drone command: Guard Fleet - in Player Features and Ideas Discussion [original thread]
This seems unnecessary. If you're AFK mining, you're most likely doing it in high sec, in which case a single flight of T1 light drones will protect you from anything that spawns in the belts. If you're at the keyboard, then you can target the rat...
- by Paikis - at 2012.08.24 15:08:00
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1390. Another Option - in Ships and Modules [original thread]
Hatsumi Kobayashi wrote: A properly fitted DPS CNR is also one of the most brutal battleships out there as is now. No it isn't. It is effective certainly, and easy to use... but 900 DPS is hardly 'brutal' especially when a fair chunk of that...
- by Paikis - at 2012.08.24 03:22:00
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1391. Citadel torps. - in Ships and Modules [original thread]
chris elliot wrote: I'm guessing you tried to kill a snaked orca in a black hole and he kited you didn't he? No, I can't fly one. Why would I train for something that is only 'as good' as the other dreads for POS bashing, and worse for every...
- by Paikis - at 2012.08.22 00:35:00
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1392. mining ship cargo/crystal size - in Player Features and Ideas Discussion [original thread]
Gizan wrote: Can we get some kind of fix for mining crystals, or a re-buff to mining barge cargo. Im pretty upset that i can only fit 9 crystals in my hulk... I'm suggesting either 1) Use an Orca to haul crystals or 2) Mine in a Mackinaw or ...
- by Paikis - at 2012.08.21 10:59:00
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1393. Citadel torps. - in Ships and Modules [original thread]
Kalel Nimrott wrote: Paikis wrote: NEONOVUS wrote: If true that will be hilarious. Destroyers mounting citadel torps. Would be fun if we can get covops cloak as well. Oh you thought just because you were big you were safe? Guess again! A...
- by Paikis - at 2012.08.21 04:09:00
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1394. Hulk NERFed? - in Ships and Modules [original thread]
Klymer wrote: Sarik Olecar wrote: .... I seriously don't understand this desire to make one ship to rule them... I for own enjoy being able to be a competitive player using the stuff given to you in the tutorial missions. Much better than tu...
- by Paikis - at 2012.08.21 01:56:00
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1395. Citadel torps. - in Ships and Modules [original thread]
NEONOVUS wrote: If true that will be hilarious. Destroyers mounting citadel torps. Would be fun if we can get covops cloak as well. Oh you thought just because you were big you were safe? Guess again! Also did webbing vanish at some point? Bec...
- by Paikis - at 2012.08.21 01:30:00
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1396. Citadel torps. - in Ships and Modules [original thread]
Please increase the explosion velocity to 50 or 60 so these can apply some damage to things that aren't planets. Thanks.
- by Paikis - at 2012.08.20 14:16:00
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1397. Ore Imbalance - in Science and Industry [original thread]
La Nariz wrote: All the People claiming high sec has more risk are idiots. You have ivincible super police to protect you along with EHP buffs, multiple suicide ganking nerfs and cheap logistics. Confirming that high sec miners are mining b...
- by Paikis - at 2012.08.19 04:56:00
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1398. Semi Organic / Crystalline Armor Modules for Passive Armor Regen - in Player Features and Ideas Discussion [original thread]
tankus2 wrote: Basically, it would passively grant 7.5% armor hitpoints/ 2% hull hitpoints per second while it is activated. [snip] At any rate, what do ya'll think (and sorry for possible thread hijack, I just love ideas!) 7.5% per second? ...
- by Paikis - at 2012.08.18 02:12:00
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1399. 1600mm Biomechanical Rolled Tungsten Plates - in Player Features and Ideas Discussion [original thread]
Hannot Thanos cast's "Thread Necromancy" This is still a bad idea.
- by Paikis - at 2012.08.18 01:26:00
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1400. Semi Organic / Crystalline Armor Modules for Passive Armor Regen - in Player Features and Ideas Discussion [original thread]
Counter proposal: Train shield tanking!
- by Paikis - at 2012.08.18 01:24:00
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