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1. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: Tiye Q wrote: I certainly understand the concern with the fear of the ability to 'spam' bombs. Bombers should be able to take out frigates, and destroyers, under non mwd conditions with a single bomb. Furthermore...
- by Tiye Q - at 2013.10.30 02:35:00
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2. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Trii Seo wrote: Can't tell if troll... With rubicon warp changes, by the time a battleship fleet aligns out and warps, a bombing fleet is likely to position and conduct a bombing run. An average bombing run can force the enemy off the field, w...
- by Tiye Q - at 2013.10.30 02:26:00
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3. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: You do realize the bomber already fulfills these roles? They don't need a boon to bomb mechanics to accomplish this. Your suggestions just make it "easier", but that isn't an improvement. One of the biggest dilemma...
- by Tiye Q - at 2013.10.30 00:31:00
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4. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Tiye Q wrote: Danika Princip wrote: Tiye Q wrote: Danika Princip wrote: And since you're giving the bombs immunity to their own damage type, people will not be dropping three of them on a gatecamp. They'll b...
- by Tiye Q - at 2013.10.29 21:31:00
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5. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: The references to AOE weapons is very relevant to bomb launches, which are currently the most potent AOE weapon in the game. A rose by any other name smells as sweet, and the potency of AOE weapons are still of concer...
- by Tiye Q - at 2013.10.29 21:26:00
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6. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: Tiye Q wrote: Danika Princip wrote: And since you're giving the bombs immunity to their own damage type, people will not be dropping three of them on a gatecamp. They'll be dropping three hundred on anything that ...
- by Tiye Q - at 2013.10.29 20:51:00
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7. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Danika Princip wrote: And since you're giving the bombs immunity to their own damage type, people will not be dropping three of them on a gatecamp. They'll be dropping three hundred on anything that moves. Why is that good? Bombs already ...
- by Tiye Q - at 2013.10.29 20:45:00
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8. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Unsuccessful At Everything wrote: Tiye Q wrote: If a bomber solos a frigate, dessie or weak cruiser by decloaking and dropping a bomb or three, and warping off, then so be it. It would be evolutionary combat. Are you trying to say tha...
- by Tiye Q - at 2013.10.29 20:30:00
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9. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: As I said... you have no concept of game balance! a.) "There is nothing in the history of this game regarding bomb launchers that backs you opinion": There is a long history of AOE weapons in EvE. From mines to AOE ...
- by Tiye Q - at 2013.10.29 20:11:00
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10. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Batelle wrote: Tiye Q wrote: My suggestion can and will encourage more solo activity, which this game sorely needs. We need more people sitting around in bombers taking potshots? You think that's the solo activity this game is missin...
- by Tiye Q - at 2013.10.29 19:50:00
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11. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Batelle wrote: Sure there is. It would be OP as hell. One bomber should not be able to put out 30k damage in under a minute, especially not AOE damage. Same for the sig damage reduction, its an important way to keep bombers balanced against sm...
- by Tiye Q - at 2013.10.29 19:37:00
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12. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: You truly understand what you are asking for? Then please take this in the most polite fashion: You have absolutely no concept of game balance, nor why it is important for the game. Both of your suggestions (multipl...
- by Tiye Q - at 2013.10.29 19:20:00
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13. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Batelle wrote: I'm sorry you don't have friends to bomb fleets with. That's not relevant. The bomb launcher module needs to be revisited. There's no reason at this stage in the game, that the bomb launcher needs to be limited in rate of fi...
- by Tiye Q - at 2013.10.29 18:55:00
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14. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: I dont think you realize what you are asking for. These changes would make it possible to allow 1 bombers can perform the work of 5 or 6. No one person (or two) should be able to nuke an entire fleet by themselves. That's w...
- by Tiye Q - at 2013.10.29 18:43:00
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15. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
Maximus Aerelius wrote: Tiye Q wrote: the bomb launchers need to have the ability to fire multiple bombs in rapid secession Rapid as in 1 every 2 seconds would mean that the first would explode the 2nd thus nullifying it's effect. Any oth...
- by Tiye Q - at 2013.10.29 18:37:00
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16. Rapid Launch Bomb Launcher. - in Player Features and Ideas Discussion [original thread]
It's long past due for bombers, and the bomb launchers to be revisited. Besides reducing the PG cost of T2 torp launchers, the bomb launchers need to have the ability to fire multiple bombs in rapid secession. Bomb damage needs to be increased, an...
- by Tiye Q - at 2013.10.29 18:17:00
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17. Sticky:[Rubicon] Interdictor Rebalance - in Player Features and Ideas Discussion [original thread]
Rapid launch bomber launcher please. Thanks.
- by Tiye Q - at 2013.10.29 17:31:00
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18. Sticky:Dev Blog: No Honor Among Thieves - Siphon Units in Rubicon - in EVE Information Portal [original thread]
Kismeteer wrote: MeBiatch wrote: this one mod is the single greatest anti-blue donut mechanic i have ever seen. the fact that the large pos alliances are extreamly upset that they will actually have to monitor thier isk faucet makes me very...
- by Tiye Q - at 2013.10.17 21:04:00
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19. Sticky:Dev Blog: No Honor Among Thieves - Siphon Units in Rubicon - in EVE Information Portal [original thread]
xttz wrote: It should be a bit of a red flag when CCP come up with the cheapest griefing tool in EVE for years, and GoonSwarm are the ones saying " hang on that's a bit much ". What exactly do you lot think this is going to do to the Tech 2 ma...
- by Tiye Q - at 2013.10.17 20:20:00
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20. Sticky:Dev Blog: No Honor Among Thieves - Siphon Units in Rubicon - in EVE Information Portal [original thread]
Callic Veratar wrote: I find it very entertaining that players who periodically flood Jita with Tornadoes are complaining about a cheap griefing mechanic. My thoughts exactly. The siphon unit is not impressive and hardly qualifies as expan...
- by Tiye Q - at 2013.10.17 19:53:00
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