Pages: 1 2 3 4 5 [6] 7 8 9 10 20 30 |
101. L4 BCs....??? - in Missions & Complexes [original thread]
but the repping would be enough? im worried about the damage.....should i go with a double repping setup?, it would gimp my DPS but would allow me to tank the rats......
- by Silivar Karkun - at 2014.03.02 03:14:00
|
102. L4 BCs....??? - in Missions & Complexes [original thread]
well im very well used to use a BC for L3s and i have had experience with BSs in L4s, but i dont have the money to cover a new BS for now so i wanted to know if with the las rebalances it has been viable to use a BC to do L4 misions....i know the ...
- by Silivar Karkun - at 2014.03.02 01:54:00
|
103. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
then just change the AB bonus for an optimal range bonus, maybe increase its max velocity or something, but the AB bonus still sounds like out of place for a CALDARI bonus......
- by Silivar Karkun - at 2014.03.01 22:51:00
|
104. more navy ships (?) - in Player Features and Ideas Discussion [original thread]
well that's to be taken in account yes.......just wanted to make the suggestion....
- by Silivar Karkun - at 2014.03.01 18:59:00
|
105. more navy ships (?) - in Player Features and Ideas Discussion [original thread]
never understood the navy line, 1 frigate, 2 cruisers, 2 BSs and now we have 1 BC hull.....wouldnt be more logical to finish the cycle? 2 frigates, 2 destroyers, 2 cruisers, 2 BCs, 2 BS..... this means adding 16 new hulls to the game: frigates...
- by Silivar Karkun - at 2014.03.01 17:23:00
|
106. NEW weapon system :magnetic fields weapon - in Player Features and Ideas Discussion [original thread]
i once tried to suggest new types of weapons, they got scrapped because they did look similar to other weapon systems. you have to analize the weapon systems we have right now in order to invent something new TBH: -lasers: cap dependant, semiperm...
- by Silivar Karkun - at 2014.03.01 16:32:00
|
107. NEW weapon system :magnetic fields weapon - in Player Features and Ideas Discussion [original thread]
the thing with the magnetic pulse is that is more likely to be effective against shields, not so much for armor, also, magnetism doesnt produce any harm in fact it protects from solar winds so as a war platform it would enter more in the field of ...
- by Silivar Karkun - at 2014.03.01 16:04:00
|
108. NEW weapon system :magnetic fields weapon - in Player Features and Ideas Discussion [original thread]
railguns use magnetic fields to shoot plasma.........the OP proposes something akin to an smartbomb........you activate it and send a magnetic puls, TBH that sounds more like an EWAR module than a weapon......
- by Silivar Karkun - at 2014.03.01 15:57:00
|
109. Sticky:Community Spotlight: Spectre Fleets - in EVE Information Portal [original thread]
i have to try that rookie fleet.....nice article
- by Silivar Karkun - at 2014.03.01 15:42:00
|
110. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
Mike Voidstar wrote: I am not about to worry what a given bonus will do to the cruisers or battleships. These things can be adjusted on those hulls when the time comes. These ships follow themes, they are not cloned and just made bigger. My ma...
- by Silivar Karkun - at 2014.03.01 15:33:00
|
111. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
Mike Voidstar wrote: Actually, Shield HP +% would be a good Sansha flavor bonus. As far as I can remember, the only %HP hull bonus is the Damnation armor, so Sansha being a marriage of Caldari and Amarr might do the same thing to the shields. ...
- by Silivar Karkun - at 2014.03.01 03:30:00
|
112. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
still saying, the Sanshas should have a caldari bonus for SHIELD TANKING!........either 4% aditional resistances, shield boost amount or a new bonus for shield tanking modules.......
- by Silivar Karkun - at 2014.02.28 21:14:00
|
113. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
the fixed weapon has merits ii must say, but if we were to get modules, weapons shouldnt be forgotten, minnie drones with autos/arties, amarr drones with pulses/beams, gallente drones with basters/rails, caldari drones with short and long range mi...
- by Silivar Karkun - at 2014.02.28 17:17:00
|
114. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
Xe'Cara'eos wrote: I think drones should have their own modules, for the purpose of controlling the gameplay just a little bit..... and maybe they ought to come with a fixed weapon - (acolyte comes with fixed lasers, and customizable mids and l...
- by Silivar Karkun - at 2014.02.28 17:13:00
|
115. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
drones could come with civilian modules equiped as default (since civilan modules are hard to obtain from out of the tutorials for now), you would have to remove them when you're gonna fit them, those civilian modules can be sold, but no reprocese...
- by Silivar Karkun - at 2014.02.28 16:47:00
|
116. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
thats basically what i had planned for them, as for the configuration it could be: -lights: 1/2/2 -meds: 1/3-2/2-3 -heavies: 1/5-3/3-5 -sentries: 1/5-3/3-5 -fighters(bombers): 1/7-5/5-7 T1 drones are limited to one highslot and T1 resist, ...
- by Silivar Karkun - at 2014.02.28 16:32:00
|
117. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
Your Dad Naked wrote: Damien White wrote: Yes and suddenly doing any form of drone base combat becomes tedious and boring. I disagree. This idea could actually make drones fun instead of tedious and boring as they are now. Manually contro...
- by Silivar Karkun - at 2014.02.28 11:58:00
|
118. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: I am totally copying your quoting Damien White. [quote=Silivar Karkun][ 1. There is already enough server load, adding additional server needs to them makes them worse. 2- Racial drones are a stupid concept from...
- by Silivar Karkun - at 2014.02.28 02:52:00
|
119. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
Swiftstrike1 wrote: Silivar Karkun wrote: well there's a phrase that says "if you cannot with them, join them"...... No there isn't. im not a native english speaker, so i guess the correct term would be "if you cant against them, join ...
- by Silivar Karkun - at 2014.02.28 02:40:00
|
120. overhauling drone gameplay: a what if scenario - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: But what if it wasn't five additional drones. What if it was one or two. What if Bandwidth became the number of modules you can activate on a drone at once. So you have to choose between activating the repper on a drone, or...
- by Silivar Karkun - at 2014.02.27 21:19:00
|
Pages: 1 2 3 4 5 [6] 7 8 9 10 20 30 |
First page | Previous page | Next page | Last page |