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21. Sticky:[Odyssey 1.1] Dominix bonus change - in Player Features and Ideas Discussion [original thread]
Please take a look at the drones' targeting timers. They are all set to 2 seconds. Does this really still reflect the current state? It seems as if these timers were set with the idea that drones would always only be used against their primary ta...
- by Whitehound - at 2013.08.19 08:46:00
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22. Suggestion: Keep ECM exactly as it is! - in Player Features and Ideas Discussion [original thread]
Mr Floydy wrote: Fine with ecm mods as annoying as they are. (I'm only ever on the receiving end) Ecm drones should diaf though. I'd like to see jam strength dropped or make the jam time a lot shorter. Smartbombs kill ECM drones pretty fast...
- by Whitehound - at 2013.08.19 08:30:00
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23. Suggestion: Keep ECM exactly as it is! - in Player Features and Ideas Discussion [original thread]
Destoya wrote: Sentry drones are an obvious counter but that's only becuase of the slightly broken drone assist mechanic. Now people claim drone assist to be broken. It, too, has been in the game for a long time. If anything then the drones'...
- by Whitehound - at 2013.08.19 05:40:00
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24. Suggestion: Keep ECM exactly as it is! - in Player Features and Ideas Discussion [original thread]
I like ECM. That some do not get its randomness and cannot grasp its structure makes it tingly. But, another thread on ECM? ... Not so tingly.
- by Whitehound - at 2013.08.19 00:34:00
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25. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: How is it devastating and how is being devastating bad? Devastating is when the result of a fight can easily fall down on ECM failing or succeeding completely randomly. Devastating chance based mechan...
- by Whitehound - at 2013.08.18 23:09:00
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26. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: Address my points please. - ECM is not broken. ECM is a randomly generated chance of a jam, which produces a devastating result. In the small scale it is definitely broken, in the large scale it doesn...
- by Whitehound - at 2013.08.18 22:14:00
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27. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: Start picking up my points. You have no points, bring some and we might discuss them as I have asked numerous times. In the mean time, until you do come with something worth discussing, keep reporting...
- by Whitehound - at 2013.08.18 21:37:00
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28. [:idea:] Implant recovery from corpses using new skill / POS - in Player Features and Ideas Discussion [original thread]
Mole Guy wrote: 5% per corpse is what i was thinking. just the thought of dealing with dead bodies and extracting from their noodle is wack... just right for some twisted folks in here..=) On the contrary. I just like to get rid of the idea ...
- by Whitehound - at 2013.08.18 21:34:00
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29. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: *breakdown* If you're unable to fathom the key point in why I'm suggesting this after all this time, then you're hopeless, if you want to keep talking about trivial philosophy go right on ahead. Until...
- by Whitehound - at 2013.08.18 21:05:00
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30. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: *sigh* Yeah, if I'm the troll in your mind then you've gone off the steep end. ... I will give you an analogy. A long time ago did people invent the dictionary. They sat down and collected as many ...
- by Whitehound - at 2013.08.18 19:46:00
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31. remove 1024 contact limit - in Player Features and Ideas Discussion [original thread]
A thousand contacts sounds much like hoarding or the Facebook friends list of someone with OCD. Why not start with a time limit and a last access time for a contact first? Whenever a contact is check or displayed by the game should it set a co...
- by Whitehound - at 2013.08.18 18:33:00
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32. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: I hope one day you realise that in a discussion about a non-random mechanic to replace the randomness in another broken(yes broken, as in chance based) mechanic points of unoriginality and semantics about the word ugly have no...
- by Whitehound - at 2013.08.18 17:59:00
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33. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: *rambling again* Thanks for the bump, keep them coming, we might get someone with an opinion on the mechanic and not some forum troll like you for a change. Why will you not discuss my points?
- by Whitehound - at 2013.08.18 16:54:00
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34. Aproach command to keep heading after target disappear. - in Player Features and Ideas Discussion [original thread]
Scarlet Thellere wrote: As title says. Now if target cloaks or leave grid your ship stops (losing align with each passing moment). Atm, you have to click approach then when you are aligned click full speed, if you are too slow you lose align. ...
- by Whitehound - at 2013.08.18 16:53:00
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35. [Suggestion] ECM change. - in Player Features and Ideas Discussion [original thread]
SOL Ranger wrote: Whitehound wrote: *rambling* Just do yourself a favour and stop already, I've no interest in your nonsensical raving, it's like you're stuck in some limbo needing to point out tiny irrelevant details for no reason othe...
- by Whitehound - at 2013.08.18 16:25:00
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36. Kill the raven navy issue - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: Whitehound wrote: Harvey James wrote: So why can't caldari have a little more focus on improving what they already have and adding a few more to give better representation and options on the Hybrid side of their ships?...
- by Whitehound - at 2013.08.18 16:11:00
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37. Kill the raven navy issue - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: So why can't caldari have a little more focus on improving what they already have and adding a few more to give better representation and options on the Hybrid side of their ships??? Because it would create only more turr...
- by Whitehound - at 2013.08.18 15:09:00
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38. Kill the raven navy issue - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: Well perhaps.. but the main point of the thread and main bulk of my inital post is that CCP heavily favour missile ships over the gun ships.. i'll grant you the ferox is a decent blaster boat but it is still underwhelming an...
- by Whitehound - at 2013.08.18 13:55:00
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39. Kill the raven navy issue - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: Whitehound wrote: Harvey James wrote: well this is a common theme with caldari ships all Navy ships are missile based .. it is annoying as the T1 caldari gun ships are fairly poor compared to gallente blaster ships... ...
- by Whitehound - at 2013.08.18 13:36:00
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40. Kill the raven navy issue - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: well this is a common theme with caldari ships all Navy ships are missile based .. it is annoying as the T1 caldari gun ships are fairly poor compared to gallente blaster ships... it would be nice if CCP actually made an e...
- by Whitehound - at 2013.08.18 13:29:00
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