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1. Sticky:Reserved #4 - in Wormholes [original thread]
Retar Aveymone wrote: Reve Uhad wrote: Speaking as a pilot in a small/med wormhole corp, the spawn distance change will be a detriment to our ability to generate content in an already highly risk-averse area of space. I do not support this c...
- by WoAz - at 2014.08.06 15:57:00
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2. Sticky:Reserved #2 - in Wormholes [original thread]
Will the statics be low-end(C1-C3) and high-end(C4-C6) each? Can a hole have two same-class statics?
- by WoAz - at 2014.08.06 15:33:00
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3. Sticky:Reserved #1 - in Wormholes [original thread]
The web effect will make it more difficult to run cap escalations in black holes, but the kitey missile bonuses look like a nice buff for both C1-C4 PvP and PvE.
- by WoAz - at 2014.08.06 15:24:00
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4. Sticky:Reserved #4 - in Wormholes [original thread]
If you want to balance PvP considerations on holes with caps against heightened risk, perhaps make it so caps spawn within range but have an immediate (and possibly shorter) polarization timer. Creates risk for all entities but saves the tedious t...
- by WoAz - at 2014.08.06 15:20:00
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5. Sticky:Reserved #4 - in Wormholes [original thread]
This makes committing 1 or 2 dreads and a triage carrier for a capital brawl nearly impossible for dread refits, as they'll almost always land out of the 5km refit range. Dropping a mobile depot isn't a solution in these fights, as any competent W...
- by WoAz - at 2014.08.06 15:00:00
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6. Distance that you're being ejected out of a wormhole depends on ... - in Wormholes [original thread]
A change of this type would be incredibly prohibitive to fights in wormholes. Rage-rolling c5/c6 statics becomes a time-intensive affair and handicaps fights that do happen. Dreads can't refit off their carriers that are 30km away, and all mobile ...
- by WoAz - at 2014.08.03 17:16:00
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