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101. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
@Alek How exactly is the new Eagle a better brawler? You're not gaining much hp, since you now need to fit an injector instead of a nos. The blaster damage output is still sub-par, because it doesn't have the grid to sport bigger guns AND a compa...
- by Prometheus Exenthal - at 2013.07.19 05:56:00
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102. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: So did a rough check with the MWD bonus. Ship one was a MWD Talos with Void Neutron blasters, it would have a 50% hit chance at Optimal + Falloff going 1529 M/s against a MWD Deimos going 1841 M/s using Null, which ha...
- by Prometheus Exenthal - at 2013.07.19 05:13:00
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103. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
You already know how I feel about the others, but I'll just say a few key things here. The Sacrilege is replacing the Deimos as the brawling champ (assuming you don't **** with it anymore), and the Deimos is now a useless pile of **** that you alw...
- by Prometheus Exenthal - at 2013.07.19 00:49:00
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104. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
Chances are I'm not going to fly another Battleship ever again if the prices go up. Tier1 BS for ~100-120m, sure that was awesome, but the same ships for ~250+m, **** right off. The price changes **** on everyone who isn't under some sort of alli...
- by Prometheus Exenthal - at 2013.05.05 16:18:00
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105. Sticky:[Odyssey] Tech 1 Battleships - Build Costs - in Player Features and Ideas Discussion [original thread]
ABCs make expensive and slow BSs extremely unattractive. It doesn't take a genius to point out that ABCs are crippling neighboring classes more than anything else out there right now.
- by Prometheus Exenthal - at 2013.05.04 21:13:00
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106. Restoring Interdiction Probe Aggression - in Player Features and Ideas Discussion [original thread]
Bump because CCP Masterplan just said in the Fanfest presentation that Interdiction Probes are currently working as intended. WTF? What that means is that preventing someones ability to warp via interdiction probe will never give you aggro. Th...
- by Prometheus Exenthal - at 2013.04.25 16:11:00
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107. Restoring Interdiction Probe Aggression - in Player Features and Ideas Discussion [original thread]
StrongSmartSexy wrote: Prometheus Exenthal wrote: Mobile Warp Disruptors don't gain aggression because they are fixed items in space with no set duration. Unless they're deployed specifically for corp/alliance, anyone can remove and affix th...
- by Prometheus Exenthal - at 2013.04.16 17:04:00
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108. Restoring Interdiction Probe Aggression - in Player Features and Ideas Discussion [original thread]
Mobile Warp Disruptors don't gain aggression because they are fixed items in space with no set duration. Unless they're deployed specifically for corp/alliance, anyone can remove and affix them. I'm not suggesting that the probes IMMEDIATELY aggr...
- by Prometheus Exenthal - at 2013.04.16 03:44:00
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109. Restoring Interdiction Probe Aggression - in Player Features and Ideas Discussion [original thread]
As the title states, the restoration of aggression from interdiction needs to be reapplied. I'm hoping it's just an oversight from the recent Crimewatch overhaul. For those of you who aren't in the know, and/or don't venture out into 00 allow me ...
- by Prometheus Exenthal - at 2013.04.16 03:26:00
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110. [VIDEO] Tank of Honor - in My EVE [original thread]
My taranis fit is this; dcu, ancillary rep, navy mapc mwd, ab, scram neutrons, nos t2 damage rig, acr Requires perfect fitting skills, and I will run at least 1% damage implants (slot 6 and 9), and always a 3% hull implant.
- by Prometheus Exenthal - at 2013.04.15 15:03:00
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111. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
Pattern Clarc wrote: A 5 mid slot shield tank is terrible, 6 mid slot shield tank is viable. Given that you'll have 6 lows to play with, (which could be used for nanos/overdrives/TE's/etc etc) it gives it something different over the other 6 mi...
- by Prometheus Exenthal - at 2013.04.14 23:48:00
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112. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
Pesadel0 wrote: Prometheus Exenthal wrote: Kagura Nikon wrote: Another option would always be to give tempest antoher 600 PG and give it a 7th turret slot. After all an ATTACK battleship with 2 of its bonuses focuse don damage.. deserves ...
- by Prometheus Exenthal - at 2013.04.14 16:09:00
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113. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Another option would always be to give tempest antoher 600 PG and give it a 7th turret slot. After all an ATTACK battleship with 2 of its bonuses focuse don damage.. deserves to be deadly :P I woudl not evne care if its badn...
- by Prometheus Exenthal - at 2013.04.14 14:00:00
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114. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
For starters, I get the vibe that only the drone races are getting 5 heavies now. There are no Minmatar or Caldari spec ships that can run then (not including faction). I don't think an extra 100dps (maximum) from 5 heavies would make as big a dif...
- by Prometheus Exenthal - at 2013.04.13 22:30:00
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115. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
Pretty much. It seems high until you notice that the slot layout is what limits the ships ability to tank AND do damage. It looks up to par to me, and suddenly looks like competition for the Amarr lineup
- by Prometheus Exenthal - at 2013.04.13 18:13:00
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116. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
And we've come full circle. Keep the slot layout, keep the sig/speed, & give the Tempest its previously suggested HP increase. There's no way it will be OP, and the ship won't be pigeonholed into a shield/armor role.
- by Prometheus Exenthal - at 2013.04.13 16:59:00
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117. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
Like I said before, I have no problem with the slot layout. And the difference in agility is quite large. The Typhoon is a full second faster. To put that into perspective, you can fit up a Typhoon for maximum potential armor buffer and still be ...
- by Prometheus Exenthal - at 2013.04.13 16:31:00
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118. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
Rebecha Pucontis wrote: Prometheus Exenthal wrote: The Typhoon is lower as a base, yes, but it also has an extra low slot (greater armor tank). So despite having less armor to start off with, its a higher damage ship (torps+heavies) with mor...
- by Prometheus Exenthal - at 2013.04.13 16:05:00
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119. [Odyssey] Ship Resistance Bonuses - in Player Features and Ideas Discussion [original thread]
The change is good. This content of this thread is not lmao
- by Prometheus Exenthal - at 2013.04.13 01:02:00
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120. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
The Typhoon is lower as a base, yes, but it also has an extra low slot (greater armor tank). So despite having less armor to start off with, its a higher damage ship (torps+heavies) with more low slots. On top of it all, THAT ship has absurd enoug...
- by Prometheus Exenthal - at 2013.04.13 00:37:00
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