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1. Why did capitals become "useless" - in Player Features and Ideas Discussion [original thread]
Rawketsled wrote: 100dps, 1% resists should be 99dps effective. All of your examples are actually 10% resists. Riiiight. I'm ********. My bad on that one. Mornak wrote: all your examples are about undefended citadels. imagine for e...
- by Severice - at 2015.12.16 02:34:22
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2. Why did capitals become "useless" - in Player Features and Ideas Discussion [original thread]
With entosis sov capital combat has changed a lot. Less and less are capitals actually doing anything. They don't have any clear role except to shoot eachother, and that's not really needed. The problem was when you took away their primary role, ...
- by Severice - at 2015.12.15 20:19:17
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3. Logi Bleed - in Player Features and Ideas Discussion [original thread]
So, something i've always wanted, was damage bleed to put a cap on logistics ships effectiveness. Tactical shield manip used to imply that at under 25% shields damage starts to bleed into armor. It was always a very small amount of dmg and frankly...
- by Severice - at 2015.06.20 23:18:11
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4. T2 logi frig. - in Player Features and Ideas Discussion [original thread]
If there isn't a role for a t2 logi frig, thats fine. Lets get rid of all the t2 ships, because they just do the same stuff t1 does riiight? The problem is if i can't keep up with an interceptor to give him reps, it's game over. If i'm flying wit...
- by Severice - at 2015.04.07 20:37:28
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5. T2 logi frig. - in Player Features and Ideas Discussion [original thread]
I honestly don't care what they do, so long as they have T2 resits a few extra slots and a longer rep range, say 50km. Cause 25km repping range in a burst is pretty tragic when you and your fleet can be running at 3km/s.
- by Severice - at 2015.04.07 20:07:44
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6. Sticky:AFK CloakingGäó: Ideas, Discussion, and Proposals - in Player Features and Ideas Discussion [original thread]
The problem with AFK cloaking is that you don't have to be at your computer, merely logged in to influence peoples game play. However this is true for everyone who own a titan or mothership in range of a major battle. This is true for every roamin...
- by Severice - at 2015.04.07 20:03:29
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7. Catch and Release ratting practices. - in Player Features and Ideas Discussion [original thread]
An overhaul of the NPC pirate spawning mechanics to represent the sheer volume of human and material life that is being lost on a daily basis by the capsuleers of new Eden Using the total bounties payouts of (say) guristas vs rouge drones we can ...
- by Severice - at 2015.04.07 19:54:16
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8. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
clothing item: cod pieces.
- by Severice - at 2015.03.24 22:31:16
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9. Cost of change - in Player Features and Ideas Discussion [original thread]
Katherine Raven wrote: With the massive increase in station manufacturing costs, I don't see how you think POS' will see reduced use. If anything, people will want to move their operations into a POS to avoid the increasing manufacturing costs...
- by Severice - at 2014.05.01 13:52:00
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10. Cost of change - in Player Features and Ideas Discussion [original thread]
I'm trying to work with the numbers i have. They haven't said anything about what the differences the skills will make, but industry level III is required to train Material Effeciency, so there is still an 8% build time difference, and the TE that...
- by Severice - at 2014.04.30 15:02:00
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11. Cost of change - in Player Features and Ideas Discussion [original thread]
Hesod Adee wrote: I'd suggest reading it then adjusting your proposal. When i started putting this together that blog wasn't out yet. With the new info form it it's still very ? on what the costs of a team will be. (Not the auction stuff, t...
- by Severice - at 2014.04.30 13:59:00
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12. ISK Where did you come from, where did you go? Where did you come fr... - in Player Features and Ideas Discussion [original thread]
Something i've been wanting for a long time now is an API pull on isk statistics. Maybe just a dev blog going over the following would be nice, but data mining is always fun. The following would be lovely, update at down time. A. Total isk in gam...
- by Severice - at 2014.04.30 03:37:00
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13. Cost of change - in Player Features and Ideas Discussion [original thread]
Also i'd like an explanation on the multi run discount. As stated you get .99^(number of hours run) as a discount. So if i'm building a megathron with a manufacturing time of 3 hours 18 minutes i'm getting a .99^(3.3) discount. or for .967 the i...
- by Severice - at 2014.04.30 03:01:00
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14. freight pad - in Player Features and Ideas Discussion [original thread]
Beofryn Sedorak wrote: I have a feeling this type of deploy-able is under consideration by CCP's as part of it's future vision. There are a lot of things to take into consideration however, Population density is one of the major factors. Allo...
- by Severice - at 2014.04.30 02:07:00
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15. Concord ship limit - in Player Features and Ideas Discussion [original thread]
scorchlikeshiswhiskey wrote: Wasn't there a big stink, that CCP doesn't like to talk about, when a large group of people fought CONCORD to a standstill? Yes and no. As i recall there was way back in the mists of time a rather large fleet of ...
- by Severice - at 2014.04.30 02:03:00
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16. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Minmatar ships randomly eject their owners into space. Faulty ejection wiring.
- by Severice - at 2014.04.30 01:54:00
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17. Cost of change - in Player Features and Ideas Discussion [original thread]
I haven't seen anyone ranting/raving about the new production line changes so i figured i'd start. 1. You're adding a rather substantial cost to building effectively out of left field. Whatever the costs are expect the price of ships/produced goo...
- by Severice - at 2014.04.30 01:47:00
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18. Six new ships for summer expansion - in Player Features and Ideas Discussion [original thread]
1. is more ship skins. 2. Magic? 3. T3 frigs.
- by Severice - at 2014.04.29 00:01:00
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19. Deep Space Transports - in Player Features and Ideas Discussion [original thread]
make them immune to pos targeting (like pods) so that there is a ship for safe pos siphoning. I can show up at the siphon scoop "my" moon goo in peace and move on. A pos gunner can still target and pop me but otherwise i'm fine.
- by Severice - at 2014.04.14 14:12:00
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20. Freighter Slots and the In between hauler. - in Player Features and Ideas Discussion [original thread]
I don't like the idea of DST's being transformed into mini freighters. Completely changes what they do. I think they have a lot of potential for different hauling roles. I typically use my JF (nomad) as a mini freighter, but it still takes foreve...
- by Severice - at 2014.03.27 01:23:00
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