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1. Lasers. Names. Changes. Please read before reaching for your weapons. - in Ships and Modules [original thread]
After 8 years of playing eve I have no idea which laser is which other than you have pulse and beam. Please apply the logic! Although tbh i will be a little sad when the time comes and scout projectiles cone under the knife. Clarity does matter m...
- by Ugleb - at 2012.08.14 19:26:00
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2. Clarity on cloak changes & their future after next patch - in Ships and Modules [original thread]
Originally by: Laendra Tux, is it a bug that cyno field pilots are no longer invulnerable when they light one off, or is that now as intended (which is a major change in mechanics that was not communicated)? Hijack! It's not a bug that...
- by Ugleb - at 2006.09.01 16:30:00
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3. Nidhoggur fix - in Ships and Modules [original thread]
As its a matari ship I love it warts and all. But I'd prefer it to have a remote rep cap reduction bonus. It doesnt have the cap to really benefit from faster rep cycles.
- by Ugleb - at 2006.09.01 16:13:00
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4. Cyno Field Stealth Nerf, or new Bug in Dragon? - in Ships and Modules [original thread]
As I understand it cyno ships were always meant to be lockable and therefore readily killable. The problem is they have been 'broken' and unlockable since they were first implemented. Now no-one is quite sure how it was meant to work. Before they...
- by Ugleb - at 2006.09.01 16:08:00
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5. Capital Ships: A flawed concept? - in Ships and Modules [original thread]
I'd say: 1. Give non-Dread capital ships a 'half effect' siege module, and maybe improve the Dread version a little. Dreads remain the meanest tankers but the other classes gain the option of better survivability but with the loss of mobility tra...
- by Ugleb - at 2006.06.17 15:44:00
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6. Questions about the higher end ships. - in Ships and Modules [original thread]
Originally by: Vathar Dommsday devices cost a lot more than a few millions to activate, but will annihilate almost anything but other capital ships (one will say that since they deal only one type of damage, it is possible to set up a BS t...
- by Ugleb - at 2006.06.10 16:19:00
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7. Questions about the higher end ships. - in Ships and Modules [original thread]
The third ability is the famous Doomsday weapon. It's not clear just how devastating these are going to be but for an idea of how they work think "God's smartbomb". The Titan fires and everything inside a large area knows it. Or comes round in a ...
- by Ugleb - at 2006.06.10 12:38:00
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8. Questions about the higher end ships. - in Ships and Modules [original thread]
Capital ships are still relatively new and the number of them in use still quite small although in the last couple of months there seem to be alot more about than there were, presumably everyone who started to train for them when they were release...
- by Ugleb - at 2006.06.10 12:23:00
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9. tier 2 battlecruisers will nerf heavy assault cruisers? - in Ships and Modules [original thread]
Originally by: Akkarin Pagan My 0.2 isk: As far as I have seen in EvE, the BC while designed as a command ship for fleets is very rareley used as such by anyone at all ever! I myself use my Cyclone as a medium range arty boat for killing ...
- by Ugleb - at 2006.06.08 13:22:00
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10. tier 2 battlecruisers will nerf heavy assault cruisers? - in Ships and Modules [original thread]
Edited by: Ugleb on 07/06/2006 12:37:12 Personally I'm more interested in what role the new bc's will be intended for. The current tier 1 bc's and their t2 variants are intended as warfare link platforms. Field command ships are simply beefed ...
- by Ugleb - at 2006.06.07 12:33:00
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11. TUX : Field Command Ship Skill Requirements - in Ships and Modules [original thread]
Requiring Squadron Command 5 to me makes sense and avoids a situation where loads of people are running around flying very powerful ships, which these are. They should be hard to fly, Squadron Command 5 demands some commitment from players if they...
- by Ugleb - at 2006.04.30 23:25:00
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12. Projectile Improvements / changes - in Ships and Modules [original thread]
Originally by: Alowishus They should have a skill that adds predetermined warp in ranges. Level one you get 70km, lvl2 = 80km, lvl3 = 90km, lvl4 = 100km, lvl5 = 110km. Call it "Advanced Warpdrive Operation" and make it require Large Hybrid...
- by Ugleb - at 2005.02.07 01:26:00
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13. Logistics ships? Whats the point? - in Ships and Modules [original thread]
It occurred to me that Logistics ships could be used as a backup electronic warfare ship as well as offering repair functions, but that was quickly shot down when I saw just how poor their sensors are. Just looking at the stats I can see that log...
- by Ugleb - at 2005.02.07 01:03:00
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