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1. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
The projectile ambit extension rigs need to be re-evaluated imo. Suggestion: 20% for tech 1 and 30% for tech 2. .6 range modifer rather than .5 range modifier would be a nice adjustment to short range ammo types. Artillery feels a bit too limite...
- by Tyler Lowe - at 2009.11.04 16:35:00
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2. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: CCP Nozh Looks like the changes won't make it to Singularity today. Will try to get them out as soon as possible. Some further adjustments: * Tracking speed difference between tiers on autocannons/repeating artillery incr...
- by Tyler Lowe - at 2009.10.28 13:34:00
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3. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: ijustwannatalk The fact that nozh isn't replying means one of three things: 1. he's been fired (we can wish, but it if hasn't happened yet, its probably not going to :( ) 2. he doesn't like the feedback from this thread so ...
- by Tyler Lowe - at 2009.10.21 15:46:00
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4. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Caldor Mansi Originally by: Tyler Lowe I have pulled the relevant quotes so that there can be no misunderstandings. I am always willing to learn something new about Eve. 5a, as I read it, states that you have alr...
- by Tyler Lowe - at 2009.10.19 15:35:00
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5. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Caldor Mansi Originally by: Tyler Lowe You do realize that you cannot fire on a target that no longer exsists, right? The possibility of overkill was acknowledged. Point 5a is simply a misrepresentation of fact. It ...
- by Tyler Lowe - at 2009.10.19 00:39:00
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6. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Caldor Mansi Edited by: Caldor Mansi on 18/10/2009 14:41:54 Artillery: 1) You lock on primary and secondary target. 2) You launch 1st volley at primary target. 3) Primary target dies. 4) You wait for cycle. 5) You launc...
- by Tyler Lowe - at 2009.10.18 19:49:00
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7. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Kepakh Low ROF or long missile travel time, they all share this indeed same kind of issue. In large fleets, you do not shoot primary target with missiles, you focus on secondary. Same will go with arties, the target will ...
- by Tyler Lowe - at 2009.10.18 13:27:00
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8. Kronos vs Megathron Navy Issue - PVE? - in Ships and Modules [original thread]
Edited by: Tyler Lowe on 18/10/2009 13:00:36 You shouldn't need an AB. I think you give up too much for it on that Kronos fit. 2x 425 rail 2x 425 rail 2x salvager II 1x small tractor 2x tracking comp (tracking script) 1x mission specific mod...
- by Tyler Lowe - at 2009.10.18 12:58:00
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9. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Kepakh Well, I think this is one of the changes that looks 'awesome' on paper only. While massive alpha might be good for large fleets and slug fests, it will cripple the guns in smaller skirmishes where targets might chang...
- by Tyler Lowe - at 2009.10.18 12:41:00
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10. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: AstroPhobic Edited by: AstroPhobic on 14/10/2009 20:31:29 Originally by: Tyler Lowe I know, it a discussion about the weapons, but how do you seperate them from the ships? Thoughts on this? Tempest: +1 turret ...
- by Tyler Lowe - at 2009.10.15 14:43:00
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11. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Evengard Edited by: Evengard on 15/10/2009 04:51:47 Originally by: Tyler Lowe Tempest: +1 turret slot. -2 launcher slots, +1 lowslot +5%/level ROF +10%/level falloff No. This is wrong. First, this will r...
- by Tyler Lowe - at 2009.10.15 14:34:00
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12. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
I know, it a discussion about the weapons, but how do you seperate them from the ships? Thoughts on this? Tempest: +1 turret slot. -2 launcher slots, +1 lowslot +5%/level ROF +10%/level falloff +3000 grid +40 CPU drone bay 125m^3 bandwidth...
- by Tyler Lowe - at 2009.10.14 14:26:00
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13. Ships I'd love to see significantly changed - in Ships and Modules [original thread]
Originally by: Liang Nuren - Painter bonused ships: Sigh. You call this **** ewar? - Rapier/Huginn: Web strength bonus please. Maybe at the cost of the painter bonus. See above: You call this **** ewar? -Liang Ed: If you're wondering why...
- by Tyler Lowe - at 2009.10.10 16:01:00
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14. Large Railguns Only Doing 1500 Damage at Optimal? - in Ships and Modules [original thread]
Originally by: Ancy Portrait What many mission runners don't seem to understand is that missions is all about DPS. You need to kill the incoming damage fast, and after that you really only need a rudimentary tank to survive until you've wh...
- by Tyler Lowe - at 2009.10.10 15:46:00
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15. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Seriously Bored Edited by: Seriously Bored on 06/10/2009 17:21:36 The range isn't as good as a Vargur, but it definitely is good enough. I've tested it plenty, and it's better than Artillery currently is against Angel m...
- by Tyler Lowe - at 2009.10.07 05:02:00
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16. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Techno Dog Edited by: Techno Dog on 06/10/2009 16:27:54 Originally by: RedSplat If you don't think barrage is a necessity to have in your suite of options as a Minmatar pilot i suggest you bio your character and ...
- by Tyler Lowe - at 2009.10.06 16:43:00
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17. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: God GirlFriend STOP WHINING! The changes are great! and anyoen that tried them on test server can feel it! Only a braindead player would not notice how amazing the new alpha strike is. I tried run missions and in fact my...
- by Tyler Lowe - at 2009.10.05 16:42:00
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18. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: Tyler Lowe on 05/10/2009 15:32:38 Originally by: Pattern Clarc Originally by: Tiger's Spirit "I dont understood you guys. Splited weapon not solve anything. What terrible idea, who figured out this ? If You split yo...
- by Tyler Lowe - at 2009.10.05 15:29:00
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19. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Liang Nuren Damn, the Minmatar community is a fractious lot. -Liang When our ships show lack of focus, we are told they are "Versatile"Ö. I figure that means we're not fractious, just "Versatile"Ö.
- by Tyler Lowe - at 2009.10.04 22:00:00
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20. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Ecky X Originally by: Gajatu D'Gorah PvE / Artillery I'm willing to bet you'll be able to push the range out with autocannons nicely post-patch. 3 falloff rigs (T2 even, they're cheap), 2 tracking enhancers and ...
- by Tyler Lowe - at 2009.10.04 00:04:00
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