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1. Sticky:[Scylla] Skynet - Removing fighter assist for carriers - in Player Features and Ideas Discussion [original thread]
Jennifer Maxwell wrote: What suggestion would you give to someone who wants to use their carrier, but is not a part of a huge alliance, and is surrounded by other, violent, huge alliances who routinly drop on anything and everything bigger than...
- by XavierVE - at 2015.02.27 23:32:51
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2. Sticky:[Scylla] Skynet - Removing fighter assist for carriers - in Player Features and Ideas Discussion [original thread]
RICO Ramierz wrote: How ? One Nyx assigning fighters to a single T3 is enough to kill a 20 man AF fleet with logi from the safety of POS shields. If you want to do DPS, be on grid. Pretty simple stuff, there. Fact is, a solid 75% of the pe...
- by XavierVE - at 2015.02.27 20:18:02
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3. Sticky:[Scylla] Skynet - Removing fighter assist for carriers - in Player Features and Ideas Discussion [original thread]
The carebear tears in here are legendary. 10/10, would read this thread again. Thank you for fixing this garbage, Fighter Assist was ruining roaming completely.
- by XavierVE - at 2015.02.27 19:36:01
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4. Sticky:[Phoebe] HP/Resists Tweaks for Sov Structures and Station Servic... - in Player Features and Ideas Discussion [original thread]
-50% EHP to SBU'S! YES! Resists instead of raw buffer HP to stations and i-hubs! Holy ****, you guys are on a roll today.
- by XavierVE - at 2014.10.09 18:35:00
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5. Sticky:[Phoebe] Long Distance Travel Changes - updates! - in Player Features and Ideas Discussion [original thread]
It has been 1.5 years since I've been even relatively happy with an expansion or anything you guys have done. Nice, nice work on this! Great to see CCP being responsive to valid concerns from smaller entities regarding our jump freighter logisti...
- by XavierVE - at 2014.10.09 18:21:00
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6. Prototype: Dojos - in Player Features and Ideas Discussion [original thread]
Not in keeping with EVE. A very, very bad idea. One can already warp to a safespot and 1v1 with other people. Sure, they can be probed down... but that's EVE.
- by XavierVE - at 2014.09.25 15:51:00
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7. Sticky:[Summer 2014] Jump Drive Isotope Consumption - in Player Features and Ideas Discussion [original thread]
Grarr Dexx wrote: Another member of CCP showing off that you don't necessarily need brains to get a job in Iceland. He really is the dumbest, isn't he? I haven't seen a single post by Fozzie that was well-thought out, nor a change that reall...
- by XavierVE - at 2014.04.29 14:21:00
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8. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Quote: So what's he saying here, that a T2 large bubble of 80km diameter has 20 km radius from the centre that actually works surrounded by a 20 km radius that doesn't work ? If t2 large mobile bubbles have an 80km scramble range, then that'...
- by XavierVE - at 2013.10.23 12:59:00
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9. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Gypsio III wrote: I'm still not getting it. Aren't the interceptors just overtaking your gang in warp and then just sitting at your outgate as you land? If starting in the same system, which rarely happens unless they've surprised you by com...
- by XavierVE - at 2013.10.22 22:09:00
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10. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Lloyd Roses wrote: For once, large T2 bubbles got 40km radius and 80km diameter. Finally got where your issues are. Other than my pathetic mixing up of radius and diameter, no, t2 large bubbles do not have a 80km warp scramble range. They ha...
- by XavierVE - at 2013.10.22 19:25:00
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11. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Lloyd Roses wrote: Something something something. Math. I don't get what you want to say. Anchoring bubbles with 40km radius 40km off a gate should yield plenty of overlap. If I missed your point, please explain it to me again, I really don't g...
- by XavierVE - at 2013.10.21 23:27:00
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12. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Quote: Bubble gate camp never used on gate bubbles. Nothing prevent you from placing a bubble in the direction of all celestials, and even if a warp point is still free, that mean you have to make two jumps, which is twice the time to jump and ...
- by XavierVE - at 2013.10.21 16:32:00
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13. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Prevent anchoring bubble withing 40km of a gate won't prevent bubble bunkers when people take the time to place a dozen of them. Mobile Large Warp Disruptor II = 40km width across. Anchored 40km from a gate, it will not...
- by XavierVE - at 2013.10.20 22:56:00
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14. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
TheLibrarian wrote: The issue your forgetting is that people stack like 15 bubbles so it takes a good 20-30 seconds to burn out of all of them which means ratters/gangs can safely align and can't be intercepted. That will be solved now. So d...
- by XavierVE - at 2013.10.20 17:54:00
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15. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Major Killz wrote: For those who're serious about rejecting the nullification changes to Interceptors. I suggest you flood this thread with comments rejecting the change. I'm confident that if CCP sees a 200+ threadnought rejecting changes to ...
- by XavierVE - at 2013.10.19 22:12:00
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16. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Quote: This is very interesting in fact, because indeed interceptors never had troubles going through bubbles in the first place grace to their unrivaled speed and agility. But that mean they also never had any problem catching up on gang fleei...
- by XavierVE - at 2013.10.18 17:14:00
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17. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Portmanteau wrote: DERP. Never heard of FACTION WARFARE ? I believe some small portion (sarcasm) of the lowsec population engage in this pastime. STUPID COUNTER ARGUMENT Let me spell it out for you slowly, since FW mostly revolves around fa...
- by XavierVE - at 2013.10.18 13:04:00
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18. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Seth Hendar is very correct. This is again, why giving nullification to interceptors is a very, very big problem for small gang FC's. It fucks us and gives us no choice but to run interceptor-only gangs in null. Uncatchable, you'd be screwing over...
- by XavierVE - at 2013.10.18 12:31:00
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19. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Sister Sophia wrote: Question: would giving interceptors anchored bubble immunity yet having them remain vulnerable to interdictor bubbles constitute a good compromise solution? It would make null more dangerous for 'theme-park nullbears' wh...
- by XavierVE - at 2013.10.17 23:51:00
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20. Sticky:[Rubicon] Interceptors - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: Haha ! Like if suddenly all nullsec was going to fly in interceptors... And you know, tackling don't prevent from going through a gate, and then, you still have to tackle this cruiser before he warp out ; well, exactly li...
- by XavierVE - at 2013.10.17 19:37:00
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