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341. PvP is getting lame - in EVE General Discussion [original thread]
Also... there must be a way to jump into short range distance of an enemy fleet. Somehow. It must be doable! And by doable I mean with some smart moves and without needing a miracle to syrvive the proccess.
- by Polinus - at 2006.10.23 10:51:00
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342. PvP is getting lame - in EVE General Discussion [original thread]
People must understand that the "Its only a game " does not work with MMO. If I earn 15$ an hour of work.. and need 10 hours of game to raise money to havea fight ready ship. I am loosing pottentially up to 150 bucks. The time I pass playing eve ...
- by Polinus - at 2006.10.23 10:29:00
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343. Problem Looting - in Issues, Workarounds & Localization [original thread]
damm was 7 min til skill ready. If it takes hours.. will be hours with no skill training :(
- by Polinus - at 2006.10.22 23:08:00
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344. How to extend combat without proposed changes - in Ships and Modules [original thread]
Originally by: starship enginer boost structure by 4x when a ship gets 25% structure damage [ie its got 75% left] it goes into an unuseable state, all high/mid/low/drones stop working. this means instapoping is much harder, and it adds...
- by Polinus - at 2006.10.21 11:44:00
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345. How to extend combat without proposed changes - in Ships and Modules [original thread]
Originally by: Radioactive Babe Originally by: MECTO i don't wanna, let devs balance what we have at current state and not make CHANGES that affect whole balance and eve! **** "LONGER" combat Neither do I, I want to just gank pe...
- by Polinus - at 2006.10.21 11:29:00
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346. Let's try and make a list of HP increase balancing issues... - in Ships and Modules [original thread]
Minmatar won't have advantages due to non usage of capacitors. They will runout of ammo far earlier than that if using AC. Caldari on other hand will loose nothing, still don't use cap and missiles are very easy way to stock lots of damage potenti...
- by Polinus - at 2006.10.21 11:24:00
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347. How to extend combat without proposed changes - in Ships and Modules [original thread]
For slowing dawn small scale and solo. REduce RoF in between 30-50% and reduce shield regen, armor repair on same ammount. TO reduce the insta poping on fleet blattes. Limit the number of ships that can lock on a same ship at same time. Also wh...
- by Polinus - at 2006.10.21 11:00:00
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348. the build for the fastest ship in Eve (3276.77 m/s without using MWD) - in Ships and Modules [original thread]
how in hell do you hit something like that? (with no enlarged signaure)
- by Polinus - at 2006.10.20 18:19:00
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349. Alternative to across the board HP increase - in Ships and Modules [original thread]
Originally by: Colwyn The problem with halving rof by 50% is you inadvertently extend pve time... Something im sure ccp dont want and something empire bears wont thank you for reduce NPC HP.. ?
- by Polinus - at 2006.10.20 18:16:00
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350. Deja Vu? - in Ships and Modules [original thread]
The point is . its human nature. If no compensation is made.. the complaining are right. If there are... devs should never release info like 50% HP boost without first knowing the compsesations. Othjerwise they must expect and live with the effect...
- by Polinus - at 2006.10.20 17:37:00
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351. So What's the Point of 50% hp Increase? - in Ships and Modules [original thread]
Originally by: Rafein Yes, make combat last longer, so there can be more stragedy added to the game. It will remove Hit and run.. so remove 40% of all strategy (ask to any military, and also oneof the minmatar way of fight).. and remov...
- by Polinus - at 2006.10.20 17:25:00
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352. Alternative to across the board HP increase - in Ships and Modules [original thread]
Halve rof and halve shield regen!!!! Keep tank/gank ballance Keep apha/DPS balance Keep same Cap usage and ammo usage can be easily extende to balance drones by halving their rof as well Double the time of combat!!! And an extra 50% to lock tim...
- by Polinus - at 2006.10.20 17:06:00
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353. The final nail in the Minmatar character coffin? - in EVE General Discussion [original thread]
As I said, fight wont take longer. Just because fights will take just larger groups to kill ships in same time. And people that likes small parties will be prejudiced. Want fights to take longer? reduce Rof And shield regeneration and armor repai...
- by Polinus - at 2006.10.20 16:34:00
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354. The final nail in the Minmatar character coffin? - in EVE General Discussion [original thread]
HP boost will have NONE positive effects. Fleet battle will take same time. Fleets usually have farmore than enough FP to pop a ship. So they will styill be poped. But other types of combat will be extremely prejudiced. Specially small fleet. Whe...
- by Polinus - at 2006.10.20 16:28:00
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355. RIP Minmatar/Amarr - in Ships and Modules [original thread]
Originally by: Kaeten Originally by: lofty29 Originally by: Azerrad InExile Edited by: Azerrad InExile on 19/10/2006 20:16:51 Looks like I'll be flying my NOS-Domi character and ignoring my Minmatar character for the fo...
- by Polinus - at 2006.10.20 15:06:00
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356. Wrong forum - in Ships and Modules [original thread]
Yeap!! Down with fleet battles. Fleet battles is not all of EVE. In fact are the least fun part since it simply doe snoit matter what you use you call roll a dice and tel you are going to be vaporized in first volley. And 50% HP inc even doublin...
- by Polinus - at 2006.10.20 13:34:00
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357. Considering quitting in light of the recently announced ship changes? - in Ships and Modules [original thread]
To increase combat time I would for sure limit the amount of ships that can lock on a single ship. This would diminish concetrated firing, BB popiing. And in fact increase the vaue of AS of minmatar in compensation to sub standard art dps. That w...
- by Polinus - at 2006.10.20 13:06:00
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358. Considering quitting in light of the recently announced ship changes? - in Ships and Modules [original thread]
I've payed EVE for one year in past, stoped and recently begun again. But on the face of this upcomming changes. its clear that game balance for CCp is still a joke doen with no depth toughts. So I am considering to quit again before going to deep...
- by Polinus - at 2006.10.20 12:53:00
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359. Don't Nerf Stabs! - in Ships and Modules [original thread]
You can't make him be 100% sure he can run away. But you also can't make him 100% sure he cannot!! Make Stabb more effective the farther away they are and prejudice jump time. Simple, they might save you, but they won't do it everytime.
- by Polinus - at 2006.10.19 14:06:00
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360. Don't Nerf Stabs! - in Ships and Modules [original thread]
That could be improved (and generally improve the game) if repairing a ship was far more expensive and far more required!! The problem are the repair modules. I think the armor and hull should suffer an structural damage that reduces its maximum ...
- by Polinus - at 2006.10.19 12:19:00
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