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1. Sticky:[Phoebe] Stealth Bombers - in Player Features and Ideas Discussion [original thread]
Would you consider reducing bomb volume with the reduction in bomb hp?
- by Yankunytjatjara - at 2014.10.17 13:29:00
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2. Sticky:[Summer 2014] Pirate Faction Cruisers - in Player Features and Ideas Discussion [original thread]
The ashimmu loses options with this "buff". Now, it can fit in a cool way some pimp neuts and noses, getting a range of around 20km for everything: 90% webs, scorch, point, and cap warfare. After the buff, it can web targets in warp before point...
- by Yankunytjatjara - at 2014.04.09 06:37:00
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3. Sticky:[Rubicon 1.3] Remote Sensor Dampeners and the Celestis - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: We'd like to address some of these issues but this change is specifically adjusting the balance of the Damp group as a whole and we don't want to complicate it by feature creeping :) Is there any intention to reduce the glo...
- by Yankunytjatjara - at 2014.03.03 18:38:00
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4. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Hi guys sorry for the space between posts, I wasn't in the office today, and I'm still not There's two things I can say, one is that we are going to change the Succubus role bonus damage from 125% to 150% to keep the damage p...
- by Yankunytjatjara - at 2014.02.26 19:51:00
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5. Sticky:[Rubicon 1.3] T1 Frigate and Cruiser Balance Pass - in Player Features and Ideas Discussion [original thread]
Petrus Blackshell wrote: Yankunytjatjara wrote: it'd be equivalent to merlin, punisher and incursus Homogeneity is bad, mmkay? Variety is the spice of life. Equivalent in power doesn't mean homogeneous... It would be the only double dam...
- by Yankunytjatjara - at 2014.02.26 17:54:00
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6. Sticky:[Rubicon 1.3] T1 Frigate and Cruiser Balance Pass - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: RIFTER: Removed +7.5% Small Projectile Turret tracking bonus Added +10% Small Projectile Turret falloff bonus +10 m/s velocity +0.01 inertia Why not giving it the same double damage bonus the ruppi has. The ruppi shows th...
- by Yankunytjatjara - at 2014.02.26 17:46:00
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7. Sticky:[Rubicon 1.3] Remote Sensor Dampeners and the Celestis - in Player Features and Ideas Discussion [original thread]
Fozzie, why don't perform the very same balance pass but dropping effectiveness from the mods rather than from the ships. In this way, ewar specialized ships have the same effect, but the mods on other ships would drop a bit in effectiveness. Thi...
- by Yankunytjatjara - at 2014.02.26 17:42:00
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8. Sticky:[Summer 2014] Pirate Faction Frigates - in Player Features and Ideas Discussion [original thread]
Awesome my year plus long investment in pirate ships will finally pay off. Insert Rage Here: you promised this buff before the last AT argh argh A bit of feedback: why leaving the special blood bonus vamps only? There'd be a cool thing for neut...
- by Yankunytjatjara - at 2014.02.26 07:26:00
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9. Sticky:[Rubicon 1.1] Overheating Iterations - in Player Features and Ideas Discussion [original thread]
BadMrFr0sty wrote: OH while cloak Not having to reactivate OH on a module if you only cycle it once Nice little quality of life improvements Correction: not having to reactivate OH on a module, IF you check the currently broken "Loc...
- by Yankunytjatjara - at 2014.01.28 20:02:00
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10. Sticky:[Rubicon 1.1] Overheating Iterations - in Player Features and Ideas Discussion [original thread]
Other OH related changes that are very needed: Mods: Reduce afterburners heating at higher skill levels, especially bad for small ones UI: 1. make pre-heating possible when cloaked/gate-cloaked (like in warp: you're not activating anything y...
- by Yankunytjatjara - at 2014.01.17 08:00:00
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11. Sticky:[Rubicon 1.1] EW Strength Changes in Conjunction with Heat Iteration - in Player Features and Ideas Discussion [original thread]
With the change as it is now frigates will be basically forced to have one a TD: their fights are already like "overheat all the things" by default and TDs compete already with the web on an almost even level. With this move frigs with many mids g...
- by Yankunytjatjara - at 2014.01.16 23:21:00
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12. Sticky:[Rubicon 1.1] Overheating Iterations - in Player Features and Ideas Discussion [original thread]
Cool stuff! But please, for the love of god, finally FIX AFTERBURNERS! It's still useless to train them up to V because of the heating problem: the AB burns immediately. Before your change the AB would last forever, but now that its duration is ...
- by Yankunytjatjara - at 2014.01.16 23:15:00
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13. Sticky:Feedback Request - Margin trading and accurate market UI - in Player Features and Ideas Discussion [original thread]
Statistics? Are there any stats on how many margin trading scams there are a day? Failed orders could be real errors, probably are for the most part.
- by Yankunytjatjara - at 2013.11.30 07:43:00
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14. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I'm not sure where the idea comes from that this plan came out of thin air in a few days has come from. Yes, it's late in the release cycle, but we spent weeks talking about how to deal with this problem and went through multipl...
- by Yankunytjatjara - at 2013.11.13 07:33:00
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15. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the futu...
- by Yankunytjatjara - at 2013.08.19 07:23:00
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16. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the futu...
- by Yankunytjatjara - at 2013.08.09 16:06:00
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17. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the futu...
- by Yankunytjatjara - at 2013.08.09 16:05:00
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18. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Grarr Dexx wrote: Quote: We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long. I would call this a nerf to g...
- by Yankunytjatjara - at 2013.08.07 19:17:00
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19. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Please, consider the aggro issue: links help other ships in the same way logis did before the aggro mechanics changes. Neutral links are basically unfightable in empire. They should draw aggro in the same way as logi ships do now. Let us fight the...
- by Yankunytjatjara - at 2013.08.01 16:44:00
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20. [Summer] T1 Frigate Polish Pass and Naglfar fix - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Some of you will notice that there are certain imbalances that these changes do not fully rectify (for instance the current strength of light missile speed fits, the slight relative weakness of the Rifter, Breacher and the sol...
- by Yankunytjatjara - at 2013.03.11 14:44:00
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