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101. Further Clone Jump Time Restriction Reduction - in Player Features and Ideas Discussion [original thread]
The ONLY thing you MAY have a semi-reasonable argument for is a shorter (like 4-5 hour) timer on switching clones for different implants in the same station . This is a game where you have to plan ahead to get ahead, and the decisions you make h...
- by Sigras - at 2015.03.11 06:52:56
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102. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Amyclas Amatin wrote: afkalt wrote: Amyclas Amatin wrote: Sigras wrote: Really this whole thread is trying to answer one question, what is "effective military control"? If I have 20 battleships and 10 guardians on grid and you have 30...
- by Sigras - at 2015.03.10 20:53:11
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103. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Really this whole thread is trying to answer one question, what is "effective military control"? If I have 20 battleships and 10 guardians on grid and you have 30 vagabonds and 10 scimitars on grid who has "effective military control"? Sure I can...
- by Sigras - at 2015.03.10 20:09:37
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104. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Dave Stark wrote: ok. just ******* scrap the entowhatsit link entirely. if you are on grid, within x distance of the capture node and uncloaked - the node behaves like you have a link active on it under the proposed system. last man standing...
- by Sigras - at 2015.03.10 08:50:32
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105. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Arrendis wrote: Sigras wrote: IMHO skirmish ships do not constitute "effective military control" of a grid if they constantly have to run away... For that reason I feel that the entosis link should disable propulsion mods the same way the HI...
- by Sigras - at 2015.03.10 08:22:22
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106. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Sibyyl wrote: Promiscuous Female wrote: interceptor sees combat probes, then disengages No. CCP Fozzie wrote: You can't cancel an entosis link until the end of the cycle. Source . Are you saying you can't kill an interceptor that can...
- by Sigras - at 2015.03.10 06:39:01
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107. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
My point is that trollceptors are going to shape the meta. Every defense fleet will have to be set up specifically to defend against them which is something they just said in the OP that they didnt want. The problem is they need to define "Milita...
- by Sigras - at 2015.03.09 19:50:43
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108. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
Eli Apol wrote: Sigras wrote: To the people stating that trollceptors dont matter because you can counter them with a friendly entosis link... Picture this Scenario I have a fleet of 300 coming to capture your system after we reinforce...
- by Sigras - at 2015.03.09 19:44:55
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109. Sticky:[Discussion] Entosis Link Tactics and Ship Balance - in Player Features and Ideas Discussion [original thread]
To the people stating that trollceptors dont matter because you can counter them with a friendly entosis link... Picture this Scenario I have a fleet of 300 coming to capture your system after we reinforced it last night, but I dont like Foz...
- by Sigras - at 2015.03.09 19:25:52
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110. Pheobe Phase 2 Suggestions for SOV and Super Caps - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Anoms need to be removed as the primary income source in null and replaced with something more like missions to allow for much larger populations in a system. If you want to allow for higher population density in each null sec...
- by Sigras - at 2015.03.09 10:35:03
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111. Wrecks and Salvage 2.0 - in Player Features and Ideas Discussion [original thread]
I agree, wrecks should not be destructible... What if for every 1000 damage they take, each item inside has a 1% chance of destruction.
- by Sigras - at 2015.03.08 01:55:01
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112. "Prime Time" Alternatives - in Player Features and Ideas Discussion [original thread]
Nariya Kentaya wrote: honestly **** all of the changes, 90% of them in phase 2 are so poorly thought out i can only assume CCP's future vision of EVE is an arcadey space farmville shooter for 12 year olds to throw cash at to get bigger numbers ...
- by Sigras - at 2015.03.08 01:51:40
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113. With this much emphasis on smaller engagement, address targeting - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: so discourage group play in an MMO? please learn the difference between "discouraging" and "balancing" That said, the problem with this idea is that people would game the system, as others have already stated. a fleet...
- by Sigras - at 2015.03.08 01:41:16
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114. An Unorthodox Fix to "Cruisers Online" - in Player Features and Ideas Discussion [original thread]
So the feeling I'm getting in this thread is that instead of promoting tactics that encourage fleets to split up into smaller units to move independently, most people would rather just orbit anchor and press F1? No diversity, no independent thoug...
- by Sigras - at 2015.03.08 00:55:50
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115. An Unorthodox Fix to "Cruisers Online" - in Player Features and Ideas Discussion [original thread]
Reina Xyaer wrote: Sigras wrote: Ok, allow me to summarize so you can understand... nobody uses battleships because cruisers are 80% as good, are far more mobile, and arent vulnerable to bombers which means they still get to use the same bra...
- by Sigras - at 2015.03.05 23:51:42
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116. An Unorthodox Fix to "Cruisers Online" - in Player Features and Ideas Discussion [original thread]
Reina Xyaer wrote: Hairpins Blueprint wrote: baltec1 wrote: Nerf logi. Ohh you Megatron blob loving person. Logi is ok, it's much more fun when reps are holding :) in small/med sized gangs. Than just die in few seconds. Yes, Logi ...
- by Sigras - at 2015.03.05 21:21:01
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117. Proposal for 'multi-barrelled' turrets (based on Dual 250mm ... - in Player Features and Ideas Discussion [original thread]
There are a few problems with the reload time approach ... namely laser turrets...
- by Sigras - at 2015.03.04 20:07:10
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118. An Unorthodox Fix to "Cruisers Online" - in Player Features and Ideas Discussion [original thread]
M1k3y Koontz wrote: baltec1 wrote: Nerf logi. Yes pls. The answer to logi is more and better AOE... this proposal is the answer to logi Everyone sees bombs as an all or nothing tactic which I just dont get... Imaging a bombing run thr...
- by Sigras - at 2015.03.03 04:33:43
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119. Fix Missiles by Making them More Unique not more Turret-like - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: Sigras wrote: Rapid launchers would also still have their place as they could fire much more rapidly but would still be classified a size smaller so they would be stuck with the one size smaller ammo. Thoughts? we...
- by Sigras - at 2015.03.02 19:09:32
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120. Fix Missiles by Making them More Unique not more Turret-like - in Player Features and Ideas Discussion [original thread]
Ines Tegator wrote: Bronson Hughes wrote: I'm not saying no to the idea. In fact, I actually rather like the idea of drone users not being the only ones who can deal with undersized targets, and it also makes sense since the damage and appli...
- by Sigras - at 2015.03.02 18:26:43
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