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61. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Komi Toran wrote: And that was how the CFC took Jove space. It is only a kind of Jump freighter, who can pick destination from map with much reduced cargo bay and has heavy tradeoffs like no jump fatigue bonus. If they haven't did it befor...
- by Shivanthar - at 2014.12.12 20:41:41
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62. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Dirritat'z Demblin wrote: Stay 'modeless' until someone locks you. switch to concordoken-mode, accept bets if the other guy can read the box in 5 seconds. When khartasis is switched, if security is on, target looses target on you. If not, ...
- by Shivanthar - at 2014.12.12 19:50:44
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63. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: The only suggestion put forth here thet I thought was good is the inter-stellar travel mode. The possibilities for either replacing or working along side current jump drives are quite interesting, though a lot of balancing w...
- by Shivanthar - at 2014.12.12 19:45:55
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64. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Jim Elliot wrote: - Katharsis: While this mode is active, any targeting against host ship lasting more than 5 seconds will be reverted as agression stream to nearby concord ships, misdirects them as targeter ship has redboxed (agressed) you. a...
- by Shivanthar - at 2014.12.12 18:06:14
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65. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
Dirritat'z Demblin wrote: Yeah... they need 'a bit' of fine-tuning... ...and with 'a bit' I mean 'a lot', and with 'fine-tuning' I mean 'roughly and dirty mill them to something with a shape. And im not even going for the modes (Im not even ...
- by Shivanthar - at 2014.12.12 18:03:22
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66. T3 industrials? ^.^ - in Player Features and Ideas Discussion [original thread]
:Foreword: Your argument might be positive or negative, but please remember that this is all imagination . I created them with passion and with joy and didn't try to offend anyone :) Ships are pre-alpha, might need adjustments ^.^ Have fun! T...
- by Shivanthar - at 2014.12.12 17:21:59
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67. Chameleon Cloak - in Player Features and Ideas Discussion [original thread]
Redd Dredd wrote: Suicide empire gankers got you down? Tired of losing your ore to ore thieves? I present to you the "Chameleon Cloak". This cloak while fitted and activated would act just like a regular cloak, but instead of making you invisib...
- by Shivanthar - at 2014.12.12 16:38:22
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68. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Thank you guys. I appreciate your answers, both supportive and negative ones. I can't help myself but smile, in front of whole community who puts tons of edge ideas and cases I couldn't even imagine. Unless ccp decides to do something, I think I w...
- by Shivanthar - at 2014.12.12 13:23:06
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69. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Joe Risalo wrote: TheMercenaryKing wrote: Down vote. There is no "huge problem" just a care bear problem. There are Rigs to increase range: Particle Dispersion Projector There are implants to boost range: Centurion implant set There are ...
- by Shivanthar - at 2014.12.11 22:17:26
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70. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
James Baboli wrote: Everything has a tradeoff, and most trade offs have a method of mitigation for another trade off. Missiles already have it good comparatively at ranges 100km+ as turrets have to deal with the same falloff mechanics as the T...
- by Shivanthar - at 2014.12.11 22:06:23
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71. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Aran Hotchkiss wrote: The two areas I want to chime in on are A) I'm interpreting 45000+90000 as 45km optimal, 90km falloff, which should translate into 45km: full effect 135km: 50% effect 225km: approaching 0% nvm, click this link to see a...
- by Shivanthar - at 2014.12.11 22:03:45
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72. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Soldarius wrote: Problem: TP optimal+falloff is less than large weapon optimal+falloff. Proposed solution: Buff all the things. Real Solution: Bring a friend in a Vigil. Don't exaggerate. The proposed solution is to give missile battleship...
- by Shivanthar - at 2014.12.11 21:58:37
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73. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Wow, crazy! I just came home and tons of discussion ^.^ I'll read all. BTW, I'm sniping in pve environment with mjd. 2 sebos with targeting range script. 1 mjd, 2 TP (one being republic fleet) This setup has a lot of range with TFI, but TP has an...
- by Shivanthar - at 2014.12.11 21:45:15
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74. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
@baltec1: Neither this topic has any interest in engaging 270km, nor the previous answer is the solution of an existing imaginary optimal/falloff problem.
- by Shivanthar - at 2014.12.11 13:16:29
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75. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Catherine Laartii wrote: A pretty easy fix to this is to get a trial account set up (or your cheap alt) with a rigged Vigil. The total TP range on a vigil with t1 rigs goes out to a whopping 196km , and while a fair bit of that is in falloff, ...
- by Shivanthar - at 2014.12.11 12:20:10
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76. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
@Aran; yep, general fix should be the long-term goal. However, as a short-term, wouldn't it be good if all missile boats (bs+) have TP optimal+Falloff bonus? ^^
- by Shivanthar - at 2014.12.11 11:09:29
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77. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
Either it is just me or nobody else is using cruise missiles+tp combination O.o Does nobody else have this problem really? Come on guys, say something! Let's discuss about this!
- by Shivanthar - at 2014.12.11 09:24:17
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78. Field-modifiable Hardener - in Player Features and Ideas Discussion [original thread]
What you want is a manually-geared-reactive shield hardener. Since the code is already out there, it would be more wise and easy to create and release reactive shield hardener. All scripting effects you mention would then be replicated by disabli...
- by Shivanthar - at 2014.12.10 17:18:52
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79. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
AnimeHeretic wrote: You know all that range should have some downsides. Poor damage application is one of them. And target painters aren't JUST for missiles. Can we get a target painter bonus on the other BS 's too then? I understand i...
- by Shivanthar - at 2014.12.10 16:41:52
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80. target painter - cruise missile relations on bs+ ship size - in Player Features and Ideas Discussion [original thread]
A huge problem (problim): We have missiles that can travel 170km in space. Example: A typhoon fleet issue pilot can launch cruise missiles up to 170km with good skills. (can be even more with stuff) The problem is TP is more like to miss at th...
- by Shivanthar - at 2014.12.10 16:30:02
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