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1. Changes to gridsize - in Test Server Feedback [original thread]
keep in mind that, if you change the distance an acceleration gate warps a player so you cannot see into distant rooms, also the time to warp there changes. a warp of 10.000km is much faster than one of some million km or even a few AU. This chang...
- by Syzygium - at 2015.11.15 14:51:06
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2. Sticky:Dev blog: Reworking Capital Ships: And thus it begins! - in EVE Information Portal [original thread]
Anti-Subcap guns for Dreads are - imho - a horrible idea. For large parts, ISK play little to no role in Combat any more, so why in hell should anyone bring a BS when he could simply bring a Dread? Same abilities to shoot subcaps but way more EHP...
- by Syzygium - at 2015.10.27 12:04:19
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3. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Awkward Pi Duolus wrote: Syzygium wrote: - if only you could fit tackling gear on a scout ship.. - if only you could warp cloaked tacklers with bonus tacklerange to your target... - if only you could position your scout up to 100km behind yo...
- by Syzygium - at 2015.06.16 17:56:44
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4. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
- if only you could fit tackling gear on a scout ship.. - if only you could warp cloaked tacklers with bonus tacklerange to your target... - if only you could position your scout up to 100km behind your target, away from any decloaking stuff and w...
- by Syzygium - at 2015.06.16 17:07:17
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5. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
They should rather work on Fleet Bookmarks that only exist temporarily as long as the fleet exists but are updated for every fleet member every some seconds. Of course still excluding them from fleet warping or only allow that with a spool-up del...
- by Syzygium - at 2015.06.15 11:06:44
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6. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Solecist Punk wrote: ...random flames and butthurt... That's all there is to say. CCP, this breaks my gameplay and prevents me from ever again FCing a proer fleet of outlaws in highsec. It reduces my gameplay to all that of the lesser ganker...
- by Syzygium - at 2015.06.15 10:21:11
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7. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Solecist Punk wrote: For a proper fleet of -10, who does more than be afk in station most of the time, this change is game breaking. You do not seem to have understanding of that, which is fine, but stop assuming you know better when you clearl...
- by Syzygium - at 2015.06.14 19:08:05
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8. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: CCPs fix is better, it gives us a reason to use people as scouts thus creating more content for fleet members. the idea was to offer a compromise, so there would be a slow mode (current style) with some drawbacks for fleets in...
- by Syzygium - at 2015.06.14 15:09:37
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9. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
well, one of my corpmates suggested a slightly different solution: Allow FleetWarps as they are now, but: - add a delay for executing the command. Lets say 15 Seconds in which all fleet members get a "synchronizing warp drives" Message. They can...
- by Syzygium - at 2015.06.14 13:36:01
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10. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
great change. rewards individual fleet member skill, punishes multiboxing and hits big fleets a lot harder than small gangs. work on target broadcasting next please.
- by Syzygium - at 2015.06.13 18:03:26
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11. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Catherine Laartii wrote: Jeremiah Saken wrote: Bienator II wrote: medium plexes http://i.imgur.com/eLQUuWo.png we told you Rise. Solution: mob the **** out of them with a frig fleet and shower yourself and your buds with expensi...
- by Syzygium - at 2015.01.14 21:37:17
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12. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Paynus Maiassus wrote: Proteus is live and the Combat Recons are DSCAN immune. Has Eve been ruined? Nobody said EvE would be ruined as a whole. On the other hand, it took me like 5 minutes after login to farm the first guy who dared to warp ...
- by Syzygium - at 2015.01.14 10:38:22
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13. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: 2. This only applies to medium FW plexes and PVE acceleration gates. Just go fight somewhere else, space is big. 3. Not much difference from having the calvary cloaked or >14 AU away And here is why you are soooo w...
- by Syzygium - at 2014.12.19 12:34:28
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14. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Gully Alex Foyle wrote: Syzygium wrote: CCP Rise wrote: Dscan immunity is staying. We understand a lot of the concerns raised, but for most of them you guys are doing a great job making strong counter-arguments and I think it will...
- by Syzygium - at 2014.12.19 12:02:30
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15. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Dscan immunity is staying. We understand a lot of the concerns raised, but for most of them you guys are doing a great job making strong counter-arguments and I think it will be very interesting to see how this mechanic ...
- by Syzygium - at 2014.12.19 11:37:34
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16. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
HoruSeth wrote: Gully Alex Foyle wrote: Take for example d-scan inhibitor deployables. Everybody was saying 'oooh they'll be used in every single fw plex'. Yeah right, never seen one in an year. Not. a. single. one. Because they are visi...
- by Syzygium - at 2014.12.19 11:30:13
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17. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
@Pilgrim: Instead of 40% Rangebonus for Neuts, they should give her 20% Range and 20% Amountbonus. This way you had ~30km Neutrange which is not as good as the Curse but a lot more flexible than then crappy brawlingrange now, while still have a go...
- by Syzygium - at 2014.12.19 10:10:56
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18. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Aiyshimin wrote: Covert ops ships aren't cloaked or hidden from dscan all the time, they will show up on dscan whenever they use wormhole, stargate or acceleration gate. ... or while fighting or waiting uncloaked to fast-tackle someone with ...
- by Syzygium - at 2014.12.19 07:35:30
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19. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
I have the feeling you have little to no PvP experience at all? Lets say there is a Firetail in a Small FW Plex. Dscan is clear otherwise. You are in a Jaguar and decide to be ultracareful and "warp to 100" to the Plex. Unfortunately you land and...
- by Syzygium - at 2014.12.19 06:42:43
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20. Sticky:[Proteus - January] Recon ships - in Player Features and Ideas Discussion [original thread]
Grath Telkin wrote: So you're saying as a good solo PVP guy you'd see six or seven people in local but pick nothing up on Dscan and you'd still warp to the out gate? lol. You obviously have never lived in LowSec. Six or Seven People in Local...
- by Syzygium - at 2014.12.19 06:12:05
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