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21. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
I feel the Harbinger is still going to be fairly weak standing next to a Prophecy. Harbinger should receive a large capacitor recharge buff but lower the capacitor capacity. Swap the 10% cap reduction bonus for a 4% armour resist bonus Harbinge...
- by Spugg Galdon - at 2015.09.18 12:01:40
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22. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Ferox looks like it will be a lot of fun to fly. A buffer tanked fit with Neutrons and null loaded will push effective dps out to 23km and then another 11km of secondary falloff after that! It will still have a medium neut too with MJD + MWD and s...
- by Spugg Galdon - at 2015.09.12 16:18:28
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23. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: afkalt wrote: The problem is (as I've said countless times - not aimed at you specifically, I just have) that as a missile hull I CANNOT downsize my weapons to make compromises. Example: I want a 1600mm plate ...
- by Spugg Galdon - at 2015.09.12 11:10:20
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24. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Not sure if anyone else has spoken about the Cyclone yet but I find the ship extremely frustrating. One of the low slots in a Cyclone essentially has a Co-Processor welded in it. This is extremely annoying. I can't find any effective fit (which ...
- by Spugg Galdon - at 2015.09.12 10:03:43
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25. NPE: Sister's arc, cut it by 4/5ths - in Player Features and Ideas Discussion [original thread]
Dude. What. Errrm. Help. Look. I just. Your head. It's on backwards!!
- by Spugg Galdon - at 2015.09.04 08:37:01
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26. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: FT Diomedes wrote: That is intentional. The fact that you cannot understand this really is beyond me. Are you saying that the resist rigs are intended to be less powerful and therefore a less popular choice than t...
- by Spugg Galdon - at 2015.08.22 19:25:37
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27. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
Arla Sarain wrote: Spugg Galdon wrote: So 3 off CDFP II's at 25% reduction each only give a total reduction in shield recharge time by almost 58% Whereas 3 off CDFE II rigs which buff shield hitpoints by 20% each give a total HP gain of ...
- by Spugg Galdon - at 2015.08.21 08:30:36
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28. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: They don't need a nerf at all. They are good at what they do but don't overlap others in their own use case. My point is that they are too good at what they do in comparison and also, their calibration point cost at...
- by Spugg Galdon - at 2015.08.20 14:13:24
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29. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: Spugg Galdon wrote: Omnathious Deninard wrote: I could be wrong, but I don't believe that compensation skills buff the resist amounts of resist rigs. The only buff I could see is changing this so that compensation s...
- by Spugg Galdon - at 2015.08.20 13:19:59
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30. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: I could be wrong, but I don't believe that compensation skills buff the resist amounts of resist rigs. The only buff I could see is changing this so that compensation skills to work with resist rigs. Skills that ...
- by Spugg Galdon - at 2015.08.20 12:03:19
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31. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
hhhmmmmm, I don't know what's going on in EFT but when I add a shield extender to a Hurricane it adds more raw HP's than the LSE II is supposed to add (should +2600, actually +3250) I'm guessing this is because the module adds the HP value to th...
- by Spugg Galdon - at 2015.08.20 10:35:55
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32. Buff resist rigs - in Player Features and Ideas Discussion [original thread]
Personally I feel that resistance rigs are pretty well balanced. They are a good option for active tanks and fill a hole in resistance profiles nicely. A very small tweak or a change in drawbacks may be beneficial but the real reason HP rigs are ...
- by Spugg Galdon - at 2015.08.20 08:22:30
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33. Sticky:Jump Fatigue Feedback - in Player Features and Ideas Discussion [original thread]
Okay. Jump fatigue. Power projection. Instant travel. Etc etc. Is jump fatigue necessary? Personally I think it is but should either be capped or reduced. It's a little too punishing at the minute. Power projection (as in jump range) is proba...
- by Spugg Galdon - at 2015.08.15 09:03:15
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34. Sticky:Dev blog: I feel safe in Citadel city - in EVE Information Portal [original thread]
How come the entosis link causes the structure to explode? Why not have it so that a doomsday is required to blow the structure up at the end of the final reinforcement? You know, a reason for capital ships to exist in the game and everything? ...
- by Spugg Galdon - at 2015.08.13 15:53:33
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35. "Real" Minmatar SKINs - in Player Features and Ideas Discussion [original thread]
I keep posting about this very topic. I'm pretty sure you and I are thinking the same thing. If Minmatar ships had skins that had tatoos like this on them I would buy them. This too is a good example of what I think minmatar paint jobs shoul...
- by Spugg Galdon - at 2015.08.12 22:33:34
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36. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
The same can be said about turret rigs and tracking computers. Missile Tracking computers are balanced to give similar results to turret tracking computers. Maybe both need a buff to be more viable.
- by Spugg Galdon - at 2015.08.12 07:50:20
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37. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: These modules are officially useless. I find the range bonuses they give to be pretty spectacular. They're essentially just like tracking computers. Almost exclusively used to boost range and not really used to boo...
- by Spugg Galdon - at 2015.08.12 06:57:41
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38. [Future] Module Tiericide GÇô Shield Rechargers and Others - in Player Features and Ideas Discussion [original thread]
I feel the modules that effect passive shield regeneration are just not attractive anymore simply because they are far too timid. These modules should be fairly extreme in there bonuses and drawbacks to be attractive alternatives. Shield Power Re...
- by Spugg Galdon - at 2015.08.07 07:25:15
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39. Tactical Shield Manipulation, shield uniformity, and why it can be b... - in Player Features and Ideas Discussion [original thread]
To be honest, and as someone else has already mentioned, passive shield tanking in general needs a make over. I think pure passive shield tanks should have very few shield HP but very fast regeneration of the shields. Shield Flux Coils should be...
- by Spugg Galdon - at 2015.07.30 14:56:47
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40. Merge Archeology and Hacking - in Player Features and Ideas Discussion [original thread]
Chance Ravinne wrote: All right let's face it: There are no meaningful differences between these skills. They take a significant time for new players to train, but don't offer significantly different risks or benefits, except that data loot is ...
- by Spugg Galdon - at 2015.07.29 12:04:30
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