| Pages: [1] 2 3 4 5 |
1. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: It seems that my earlier post that PVE players would not be affected by this change was inaccurate. Sorry for giving you guys bad information on that. After reviewing the actual effect of this change on PVE we have decided to l...
- by Samas Sarum - at 2013.09.10 22:13:00
|
2. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: Samas Sarum wrote: The suggestions have already been made in this thread by others and myself. The major ones off the top of my head are: 1) Fitting costs compared to heavy neuts. Under the new system there will literally ...
- by Samas Sarum - at 2013.09.04 14:06:00
|
3. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Samas Sarum wrote: Mournful Conciousness wrote: Samas Sarum wrote: Mournful Conciousness wrote: It's only a nerf for large NOS in the corner case that you are fighting a smaller target and his capacitor ...
- by Samas Sarum - at 2013.09.04 03:27:00
|
4. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Aaron Kyoto wrote: sounds like NOS is going to be a decent way to counter neuting, which previously could only be beaten by "inject cap and hope they can't run their neuts anymore" Example: Ship 1 Neuts ship 2, once ship 2's cap is less than...
- by Samas Sarum - at 2013.09.03 23:38:00
|
5. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Webzy Phoenix wrote: Samas Sarum wrote: Mournful Conciousness wrote: It's only a nerf for large NOS in the corner case that you are fighting a smaller target and his capacitor is lower than yours but represents a higher percentage of his ...
- by Samas Sarum - at 2013.09.02 20:02:00
|
6. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Samas Sarum wrote: Mournful Conciousness wrote: It's only a nerf for large NOS in the corner case that you are fighting a smaller target and his capacitor is lower than yours but represents a higher percentage...
- by Samas Sarum - at 2013.09.02 00:44:00
|
7. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: It's only a nerf for large NOS in the corner case that you are fighting a smaller target and his capacitor is lower than yours but represents a higher percentage of his total cap size. Come come now Mr Bond... ...
- by Samas Sarum - at 2013.09.02 00:04:00
|
8. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Subrahmaya Chandrasekhar wrote: This is not just a change to the mechanic, this is a NERF to large, expensive nosferatus and another insult to long time mission runners who use them to help maintain cap under duress. I hate you and your kind an...
- by Samas Sarum - at 2013.09.01 15:06:00
|
9. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
My immediate thoughts (1) Why doesn't the Golem have a damage bonus like all others? If cruise missiles do too much damage, than fix cruise missiles as this always creates unneeded arguing in feedback threads. Can we please just give all ships a ...
- by Samas Sarum - at 2013.08.31 17:57:00
|
10. Sticky:[Odyssey 1.1] Nosferatu mechanic change - in Player Features and Ideas Discussion [original thread]
Kithian Hastos wrote: As has been pointed out, I don't see how this really helps Nos on large ships vs. equal or smaller ships. Heavy Nos would basically only work against a capital ship now? A previously mentioned idea of making Nos drain ca...
- by Samas Sarum - at 2013.06.22 23:25:00
|
11. Sticky:[Odyssey] Cruise Missiles - in Player Features and Ideas Discussion [original thread]
Kenshi Hanshin wrote: Here is my overall observations since patch release. CCP Rise pay attention! 1) CMLs still have the absurdly long range (more apparent with Raven than new Typhoon or Armaggedon). 1a) CML do not need a 100 km+ range. As ...
- by Samas Sarum - at 2013.06.06 23:25:00
|
12. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Samas Sarum wrote: Bouh Revetoile wrote: Samas Sarum wrote: I've never had problem hitting cruisers that weren't orbitting close (99% of mission cruisers) in a non-tracking bonus BS and if you wanted to get the same...
- by Samas Sarum - at 2013.06.06 12:35:00
|
13. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Samas Sarum wrote: I've never had problem hitting cruisers that weren't orbitting close (99% of mission cruisers) in a non-tracking bonus BS and if you wanted to get the same bonus as the ship bonus you could just load ...
- by Samas Sarum - at 2013.06.05 23:47:00
|
14. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
John 1135 wrote: The Djego wrote: Here is a little bit of fraps footage of how good the new navy Apoc(and apoc with less armor and one HS less) is: http://dl.eve-files.com/media/1306/New_NAPOC_Smuggler_Interception.mkv If you need some m...
- by Samas Sarum - at 2013.06.05 23:44:00
|
15. Sticky:[Odyssey] Navy Battleships - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: Pattern Clarc wrote: Malcanis wrote: Debora Tsung wrote: Malcanis wrote: I don't think you get what "tiercide" means. It means "death to tiers". Strange that You say that, as it feels like the Tiers just have been...
- by Samas Sarum - at 2013.06.05 13:17:00
|
16. [Odyssey] Tech 1 Battleships - Amarr - in Player Features and Ideas Discussion [original thread]
The Djego wrote: I never was really satisfied with the old apoc(I always considered it the low level performer for people that can't be bothered with cap management), so I was giving it a new try. All I have to say is that the overall performan...
- by Samas Sarum - at 2013.06.05 12:34:00
|
17. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Josilin du Guesclin wrote: Quindaster wrote: Still impossible to fit T2 tachyons on Apoc because of low CPU, now enough powergreed for them, but without deadspace modules or implants for CPU (usually only caldari race use them) imposible to ...
- by Samas Sarum - at 2013.06.05 00:51:00
|
18. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: Samas Sarum wrote: ExAstra wrote: I was under the impression that we all knew Railguns are kind of the lamest weapon for sniping? The range is nice but the DPS and alpha both are laughable. Tachyons get pretty decent alp...
- by Samas Sarum - at 2013.06.04 19:50:00
|
19. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
ExAstra wrote: I was under the impression that we all knew Railguns are kind of the lamest weapon for sniping? The range is nice but the DPS and alpha both are laughable. Tachyons get pretty decent alpha, though are relatively hard (although no...
- by Samas Sarum - at 2013.06.04 14:00:00
|
20. Sticky:[Odyssey] Large Energy Turrets - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: I don't understand why this would be laughable. Both of them are designed for long-range work. If beams and rails, and the ships mounting them, have no strongly defining characteristics, such as those of artillery that you yo...
- by Samas Sarum - at 2013.06.04 12:49:00
|
| Pages: [1] 2 3 4 5 |
| First page | Previous page | Next page | Last page |