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201. Vengeance changes - in Ships and Modules [original thread]
Yeah the cap recharge rate was about the only good bonus on this ship. However all assault ships have one range bonus. Then on the other hand I'm already proposing to remove the optimal range bonus on the Jaguar Like I said these changes in the...
- by Tuxford - at 2006.03.17 09:08:00
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202. Question to Tuxford about the tracking bonus change - in Ships and Modules [original thread]
When the optimal range bonus on Caldari ships was increased from 5% to 10% a while back the sharpshooter skill bonus did not change so I think it's very unlikely that we change the motion prediction skill. Advanced motion prediction is not planne...
- by Tuxford - at 2006.03.17 08:58:00
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203. new drone skills - in Ships and Modules [original thread]
The module and skill should not affect the orbitting velocity only the mwd velocity. There could be chance that the drones go to fast so that they can't get within range of the target that it shuts off its mwd. If it does then we might want to c...
- by Tuxford - at 2006.03.16 13:12:00
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204. Tux, I don't know whether to love or kill you - in Ships and Modules [original thread]
Originally by: Eyeshadow I like the changes, especially the hawk. My alt will love that Not sure about the tachyon boost though. Tach-geddons are already pretty uber with the dmg (for about 30 seconds til they run outta cap, i know, but s...
- by Tuxford - at 2006.03.16 10:22:00
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205. Upcoming changes to AFs - in Ships and Modules [original thread]
Originally by: Sarmaul Originally by: Tuxford Originally by: Ras Blumin Edited by: Ras Blumin on 16/03/2006 10:13:48 Originally by: "Tux" ... I was trying to say that both ships probably need a damage boost ...
- by Tuxford - at 2006.03.16 10:19:00
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206. Upcoming changes to AFs - in Ships and Modules [original thread]
Originally by: Ras Blumin Edited by: Ras Blumin on 16/03/2006 10:13:48 Originally by: "Tux" ... I was trying to say that both ships probably need a damage boost Yeah I know the damage output of the Jaguar is pretty weak. _...
- by Tuxford - at 2006.03.16 10:14:00
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207. Upcoming changes to AFs - in Ships and Modules [original thread]
Originally by: Ras Blumin Quote: Vengeance - It has the damage output of a wet paper towel. That might be true, but jag deals less raw dps atm, even with a 25% dmg bonus. Jag really needs a dmg boost as well imo. Originally...
- by Tuxford - at 2006.03.16 10:01:00
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208. Some things you might be interested to know about - in Ships and Modules [original thread]
We've been making some changes last few days. They are nowhere near ready but since you're probably just going to extract this from the database I'm probably just better off telling you about them. Typhoon It's not really a far off from being...
- by Tuxford - at 2006.03.16 09:24:00
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209. Damage Controls on frigs? - in Ships and Modules [original thread]
Damage controls don't make Gallente uber. In fact I would say that Amarr would benefit the most from them, and I'll explain why. At first you might look at the 50% increase in hull resistance and think, "wow that in effect doubles your hull hitpo...
- by Tuxford - at 2006.03.10 14:27:00
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210. cerberus skill bonus?????DEVS please read - in Ships and Modules [original thread]
Originally by: Sangheili Originally by: Tuxford I was just looking into this. The problem is that the f.o.f. don't fire if there are no targets within 80km. Personally I'm fine with this. Being able to attack your targets when you ...
- by Tuxford - at 2006.02.24 11:08:00
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211. cerberus skill bonus?????DEVS please read - in Ships and Modules [original thread]
I was just looking into this. The problem is that the f.o.f. don't fire if there are no targets within 80km. Personally I'm fine with this. Being able to attack your targets when you have no lock is pretty massive advantage but I do think any such...
- by Tuxford - at 2006.02.23 10:54:00
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212. Blood not fixing recons ? - in Ships and Modules [original thread]
Originally by: Elaine Threepwood I also see no mention of the Huginns broken missile bonus being fixed IIRC I fixed this sometime ago. I must have just forgotten to put it in the patch notes. The cloak/cyno bug is a bit trickier to f...
- by Tuxford - at 2006.02.23 10:45:00
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213. Jag, Vengeance, Hawk + AS 4th bonus! - in Ships and Modules [original thread]
Originally by: Vox Virilis Originally by: Zippy Pinno And another thing: We dont need the stinking optimal range bonus on Jaguars and Wolfes. It discriminates against Auto Cannons. Make it a falloff bonus. Guns have equal rights to...
- by Tuxford - at 2006.02.17 08:41:00
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214. Tier 3 as most people want them; Faction ships for everyone - in Ships and Modules [original thread]
We are very much aware of that tier 3 battleships can not outpimp the faction battleships. _______________
- by Tuxford - at 2006.02.17 08:40:00
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215. Modules to lower sig radii - in Ships and Modules [original thread]
Originally by: Nyphur People fit their ships such that they can hit various targets with the skills they have. If they fit their gunboat to be able to hit cruisers, they don't expect it to have the sig radius of a frigate. In order to maxi...
- by Tuxford - at 2006.02.15 11:12:00
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216. Modules to lower sig radii - in Ships and Modules [original thread]
Originally by: Azuriel Talloth Target Painters act on one target only, and require a lock. Stealth modules could be active 100% of the time in combat and affect anyone who engages you. Excellent point. Target painters also assist all pl...
- by Tuxford - at 2006.02.15 11:05:00
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217. Modules to lower sig radii - in Ships and Modules [original thread]
Originally by: Testy Mctest Originally by: Tuxford I always thought it was kind of weird that a module that decreases signature radius 20% is totally overpowered but a module that increases signature radius of a targetted ship by 2...
- by Tuxford - at 2006.02.15 10:50:00
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218. Modules to lower sig radii - in Ships and Modules [original thread]
There really are two kinds of stealth systems in the database. One type reduces the signature radius by a set amount so it was in three sizes. The other type reduced it by 20% and that was the module we were thinking about releasing. We played ar...
- by Tuxford - at 2006.02.15 10:40:00
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219. Dampners whats the Problem - in Ships and Modules [original thread]
Not a gamebreaking bug imo but a pretty harsh penalty. It's fixed on sisi. The stacking penalty is now applied in two phases. All modules that have negative effect are stacking nerfed together and all modules that have positive effect are stacking...
- by Tuxford - at 2006.02.10 14:16:00
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220. Devs - drone AI pain... - in Ships and Modules [original thread]
Originally by: Mnengli Noiliffe How are we supposed to test/reproduce drone speed bugs if test client doesn't show their speed on overview?? TQ does that btw. Oh well it's possible visually at least (sometimes say 3 drones do use mwd and ...
- by Tuxford - at 2006.02.09 10:52:00
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