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1. Close Range Missile Build Costs Compared to Long Range Missiles - in Player Features and Ideas Discussion [original thread]
Originally by: Augeas No, it's an example of HMs being favoured for PVE, because of their longer range, the sluggishness of Caldari missile spammers and the limited PG on HAM-capable Caldari boats. Whilst that might be the case for Ca...
- by Ruffles - at 2007.09.26 13:23:00
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2. Close Range Missile Build Costs Compared to Long Range Missiles - in Player Features and Ideas Discussion [original thread]
Originally by: Jaketh Ivanes You cry about a 0.21 isk difference?? Wonder what the difference is in building AM ammo or MF Crystals compared to Iron and Radio. If you have some better ideas for getting people to adopt Heavy Assault M...
- by Ruffles - at 2007.09.26 13:20:00
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3. Close Range Missile Build Costs Compared to Long Range Missiles - in Player Features and Ideas Discussion [original thread]
Heavy Assault Missiles do less damage then Heavy Missiles, but each unit of Heavy Assault Missiles does cost MORE to build. Whilst you may consider the Damage Per Second (DPS) of vessel's using Heavy Assault Missiles to be moderately higher over ...
- by Ruffles - at 2007.09.26 08:27:00
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4. Personal Asset Sorting - in Player Features and Ideas Discussion [original thread]
Actually, there is one thing I would love to see happen in the Assets. This would improve Regional, Constellation and All Items views. 01) Only show one entry for each solar system. What I would suggest here is similar to the approach taken to...
- by Ruffles - at 2007.09.26 08:00:00
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5. New Skill : Advanced Learning (Rank 6) - in Player Features and Ideas Discussion [original thread]
Originally by: Sargeant HAmmer dont forget alot of us old players had to train to level 5, nowadays those youngsters playing only have to train to level 4 to use advanced skills. next youll be saying that everyone should have the basic le...
- by Ruffles - at 2007.09.20 18:54:00
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6. New Skill : Advanced Learning (Rank 6) - in Player Features and Ideas Discussion [original thread]
Yes but some of the new skills have such high ranks, it's getting rather silly now. What will the rank's of skills required for Tech 3 be like? Rank 32? Rank 64? They are further emphasising the problem, as players realise they play the game (and...
- by Ruffles - at 2007.09.19 09:18:00
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7. Killing off the Spammer's - in Player Features and Ideas Discussion [original thread]
It strikes me that the ISK sales channel spam is quite terrible since I've returned to the game. I was wondering why the incoming text from a client sending a URL considered Offenisve/EULA Breaking not parsed and removed, or even the whole postin...
- by Ruffles - at 2007.08.03 15:09:00
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8. plz make logoffers suffer more - in Player Features and Ideas Discussion [original thread]
Quote: Recently, dalman of MASS proved to us Hegemonic Core guys that he could find double safespots (safespot made from safespot) with 160% accuracy (know where it is AND be able to warp there). Don't know how he did it, but we've managed t...
- by Ruffles - at 2004.04.02 12:25:00
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9. plz make logoffers suffer more - in Player Features and Ideas Discussion [original thread]
Yes you can determine if the game window was closed. No you can't determine if they pulled the cable out of the wall, or if their ISP disconnected them. No you can't determine if the process was killed by the operating system, well not easily. ...
- by Ruffles - at 2004.04.02 12:20:00
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10. Display GMT Time on the Login Screen :) - in Player Features and Ideas Discussion [original thread]
I think this was mentioned nearly a year ago in here. I think it would just be smart to reference a network time server on the internet to display the time in GMT on the login screen for those users not in the GMT timezones. Not a big change, ve...
- by Ruffles - at 2004.04.02 12:11:00
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11. Reduce small ships' volumes to 40% of current - in Player Features and Ideas Discussion [original thread]
Edited by: Ruffles on 02/04/2004 12:08:55 Quote: I don't like the idea of being able to haul multiple ships around the place without any cost involved. I have been waiting for something like a packaged ship to be a fraction of the si...
- by Ruffles - at 2004.04.02 12:07:00
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12. Mine feilds - in Player Features and Ideas Discussion [original thread]
There have been some very good posts in the past about ideas for mines. The biggest current problem is them not fitting into anything at all. Kind of a waste of a whole weapon range. They are also to visible and easy to neutralise. I will try t...
- by Ruffles - at 2004.03.18 12:05:00
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13. How to give Frigates and Cruisers a Purpose in PVP (Some Reasonable and Doable Ideas) - in Player Features and Ideas Discussion [original thread]
Black Drake, an Incursus up close with light neutron blasters with antimatter ammo is doing about the same or slightly more damage per second then a single tachyon laser. Interesting hey? Check Xeno's posts in the "Frigates on the brink of destruc...
- by Ruffles - at 2004.01.08 13:38:00
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14. How to give Frigates and Cruisers a Purpose in PVP (Some Reasonable and Doable Ideas) - in Player Features and Ideas Discussion [original thread]
Edited by: Ruffles on 08/01/2004 13:39:59 arutha, sorry to say that is such a pathetic view. I have a battleship, I still want frigates to be more viable then they were. They are getting better, and its nice to see them being used in combat ag...
- by Ruffles - at 2004.01.08 13:33:00
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15. How to give Frigates and Cruisers a Purpose in PVP (Some Reasonable and Doable Ideas) - in Player Features and Ideas Discussion [original thread]
Sadly, when the drone damage got doubled, if a frigate gets inside 20km now its likely to be gobbled up for dinner by drones. Every battleship has at least 6 heavy drones, doing 120 dmg / 2 seconds, thats way more then the frigates can cope with....
- by Ruffles - at 2004.01.08 11:26:00
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16. frigates on the brink of extiction - in Player Features and Ideas Discussion [original thread]
From the most recent CSM log on evegate: CSM Chat Log Quote: MOOstradamus > Q: (various) What is going on currently with the balancing of Missile volumes & Launcher requirements? What's the overall plan behind this? (Please explain fo...
- by Ruffles - at 2004.01.07 16:26:00
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17. frigates on the brink of extiction - in Player Features and Ideas Discussion [original thread]
Well the pod is like the ejector seat isn't it? It should be designed to kick you from the area of danger. I agree, perhaps a short duration immunity timer on the pod would be nice, or prevent pods being immobilized. Nothing you can do in an immo...
- by Ruffles - at 2004.01.07 13:33:00
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18. Destroyer-Class Ships - in Player Features and Ideas Discussion [original thread]
There are massive gaps between the current ships, we can all see that. Frigate to Cruiser and Cruiser to Battleship And I think that is another reason Seelek that battleships need some kind of change. Drones were a gallante speciality, but th...
- by Ruffles - at 2003.12.05 11:10:00
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19. Invulnerability Timer & PvP Issues - in Player Features and Ideas Discussion [original thread]
Sorry, forgot to add the bit about the module to track them. Been asking for that forever. As far as I know, and this is just from memory of some conversations, they are implementing this in a seperate ship type that someone will have to have th...
- by Ruffles - at 2003.12.05 10:56:00
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20. Invulnerability Timer & PvP Issues - in Player Features and Ideas Discussion [original thread]
Serge, I was just about to suggest something like that. There needs to be a way of delaying the warp out, like your drives need time to recover from the last warp operation, some reason or other I am sure they can consider. The other thing that t...
- by Ruffles - at 2003.12.05 10:49:00
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