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1. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Like I have said in this thread earlier. Train amarr. Train amarr. Train amarr. Train amarr. Nozh, go boost amarr some more.
- by Rayokashi - at 2009.11.14 08:26:00
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2. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
It just seems that currently CCP listens only what the whiners have to say. Current changes are not boost, they change actually nothing. Lets just forget this thread and continue to train other races. Amarr Online!
- by Rayokashi - at 2009.11.03 21:38:00
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3. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
To be honest if projectiles wont get radical boost they will stay subpar weapon platform for good. We all know that CCP does not want to nerf lasers. I am going to train amarr, because people in this thread are shooting down the idea of boosting p...
- by Rayokashi - at 2009.10.31 08:47:00
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4. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Liang, you seem to have faction booster (DG XL) in your Maelstrom fit, why did you not make pure T2 fit like other battleships in your graphics/calculations? Also, why are other battleships fitted with trimarks when Maelstrom is fitter with two am...
- by Rayokashi - at 2009.10.30 14:48:00
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5. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Low artillery tracking with increased (huge) rate of fire is bad combination. If you miss shots you have to wait long before can try again. Guns with higher rate of fire can try to hit multiple times before artillery can do the same. And what if a...
- by Rayokashi - at 2009.10.03 09:45:00
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6. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Despite few disagreements I feel that everyone agrees that artillery is STILL in need of - more optimal - more falloff for it to be viable platform for long range distance combat.
- by Rayokashi - at 2009.09.30 06:08:00
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7. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Nozh, - EMP as ammo needs more than +1. - Medium artillery needs more than 25% (50% would be balanced) - Falloff increase should be considerable, dps in falloff does not equal dps in optimal
- by Rayokashi - at 2009.09.28 19:17:00
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8. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Large projectiles (both autocannons and artillery) are in need of optimal and damage boost. Modifying ammo with tracking capabilities is not enough.
- by Rayokashi - at 2009.09.27 14:14:00
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9. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
+Trajectory Analysis skill bonus Originally by: Etho Demerzel An increase of 12.5% for the level 5 skill is good but still insufficient. This skill should be 10% per level at the very least, considering its high rank and low effectiveness...
- by Rayokashi - at 2009.09.24 11:11:00
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10. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Thank you! + increasing artillery alpha brings back racial flavor + tracking computers and falloff scripts, only logical to add them + ammo changes Other issues - overall DPS and range with large projectiles is pathetic - give a look at Tempest ...
- by Rayokashi - at 2009.09.23 20:58:00
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11. skill queue - in Player Features and Ideas Discussion [original thread]
CCP, support your casual players and give us skill queue, please. One or two in queue would do it!
- by Rayokashi - at 2007.06.30 15:16:00
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