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1981. [Feeback] Burner Missions - Too Difficult - in Player Features and Ideas Discussion [original thread]
Fer'isam K'ahn wrote: Burner missions are a hard step towards unfair PvP I wish that were true, indeed it was what I had hoped. But rather than rehash that point here is the source : CCP Fozzie wrote: To be clear, these missions are de...
- by afkalt - at 2014.09.08 07:36:00
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1982. Remove the Power Grid and CPU management skills. - in Player Features and Ideas Discussion [original thread]
I'd at her give newbies one extra level than remove them. But even that's a slippery slope. One could say the same for AWU - totally mandatory and a complete ballache to train.
- by afkalt - at 2014.09.06 07:39:00
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1983. Sticky:[Hyperion] Heavy Assault Cruiser tweaks - in Player Features and Ideas Discussion [original thread]
Remember the vaga is obscenely quick - you cant give kiters too much DPS.
- by afkalt - at 2014.09.05 10:36:00
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1984. EWAR Drones balance pass/T2 implementation - in Player Features and Ideas Discussion [original thread]
Feyrin wrote: I think there is space here for more 'Gecko' like drones. Aka a 50 bandwidth blood raider Neut drone, serpentis web drone, sansha td drone, angel painter drone, SoE logistics drone etc. This could be a good way to get around stack...
- by afkalt - at 2014.09.05 08:39:00
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1985. In-Depth Missile Comparison & Issues - in Player Features and Ideas Discussion [original thread]
I would have no issue with the reload if it didnt completely obliterate the idea of ammo swapping. As it is, my workaround is to fit omnidamage on hulls with generic bonuses. Actually works extremely well on those hulls, good consistent DPS outpu...
- by afkalt - at 2014.09.04 11:50:00
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1986. In-Depth Missile Comparison & Issues - in Player Features and Ideas Discussion [original thread]
No it isn't. Just alter the RLML RoF. Not that I agree with the idea, but it doesnt need to affect all LM platforms.
- by afkalt - at 2014.09.04 11:22:00
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1987. Missiles Ideas - in Player Features and Ideas Discussion [original thread]
Shameless bump as there are a few missile threads lurking about right now and I (still) think this idea would open a lot of options for finer tuned balance.
- by afkalt - at 2014.09.04 08:15:00
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1988. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
It's better from ~5 to (at least) 50km - with but an ammo swap. That is about the useful limit of (average) cruiser sized engagements. Also keep in mind that is a worst case transversal for the rails and a juicy high sig missile target. I agree a...
- by afkalt - at 2014.09.03 20:13:00
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1989. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: afkalt wrote: I mostly agree - but in order to have a single module missile DPS needs to be brought into line with their size class. So for example a 10% hike in heavy missile DPS wouldn't kill much - but a 10% hik...
- by afkalt - at 2014.09.03 18:57:00
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1990. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
Depends what you're shooting. Something like that stuffed on a RLML caracal would dunk interceptors so hard they wouldn't even know what hit them and they already dont have a great time there. There's anti-tackle and there's "lolpwntgtfo".
- by afkalt - at 2014.09.03 15:12:00
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1991. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
Gizznitt Malikite wrote: I think we need better analysis of the numbers. Altering the explosion Velocity and/or Radius may have significantly different effects on missile damage application (compared to changing tracking for turret damage ap...
- by afkalt - at 2014.09.03 14:48:00
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1992. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
Ghaustyl Kathix wrote: scorchlikeshiswhiskey wrote: I assume he was drawing attention to the fact that the damage dealt by the Nighthawk wasn't sufficient to even make a local tank sweat, which seems lacking when considering that the damage ...
- by afkalt - at 2014.09.02 13:33:00
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1993. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
Swiftstrike1 wrote: Missiles deserve damage application enhancing modules because... ??? Please finish the sentence. Because I can't hit a cruiser with a 1157m signature with a heavy missile (exp radius 105m) unless it is going under 70...
- by afkalt - at 2014.09.02 10:29:00
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1994. [Oceanus] Ballistic Enhancer - in Player Features and Ideas Discussion [original thread]
scorchlikeshiswhiskey wrote: Ghaustyl Kathix wrote: Zan Shiro wrote: I recall a match Saturday before break where the commentators were wondering why a NH was not being killed outright. It was iirc the only real souce of dps (paper anyway...
- by afkalt - at 2014.09.02 08:58:00
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1995. [Proposal] Shield Transfer Module - in Player Features and Ideas Discussion [original thread]
+1. I've long wanted ablative ship roles. A couple of caveats: >It would have to be limited to "base" shield hp - i.e. to prevent daisy chaining bricks of doom >The damage should be unrepairable. So when the shielded target drops from "1...
- by afkalt - at 2014.09.01 11:02:00
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1996. Increase speed of all ships x 2 - in Player Features and Ideas Discussion [original thread]
And another thing. 'It makes eve seem smaller' Try low/null. You can go a dozen jumps and see NO-ONE. Entire systems are desolate ALL the time. It's. It small, it's a population distribution issue.
- by afkalt - at 2014.08.31 21:43:00
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1997. Increase speed of all ships x 2 - in Player Features and Ideas Discussion [original thread]
Zan Shiro wrote: If everything gets this boost...how does this help BC and BS? Cruisers and below are still faster and would still be preferred, I think, to be the now even faster responding dps on target after tackle has called the lock. To...
- by afkalt - at 2014.08.31 15:34:00
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1998. Give Geckos light drone or medium AI as a bandaid fix. - in Player Features and Ideas Discussion [original thread]
Jenn aSide wrote: Since the Gecko automatically goes after battleships, i let it, I fit RHMLs and I manually shoot +TP the small stuff and when those are dead I lock and kill whatever the gecko is killing. My Rattlesnake mission times improved ...
- by afkalt - at 2014.08.25 16:12:00
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1999. Give Geckos light drone or medium AI as a bandaid fix. - in Player Features and Ideas Discussion [original thread]
What will you do when the geckos run out? Supplies are already dwindling.
- by afkalt - at 2014.08.25 16:09:00
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2000. Give Geckos light drone or medium AI as a bandaid fix. - in Player Features and Ideas Discussion [original thread]
NoLife NoFriends StillPosting wrote: its so very easy to lose a Gecko to webbing and warp disrupting NPCs. I've never had a gecko in structure, much less come close to losing them. And that is on unbonused hulls. You're doing something fun...
- by afkalt - at 2014.08.24 18:04:00
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