Pages: 1 [2] 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 |
21. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
Thank you
- by afkalt - at 2015.11.29 17:50:51
|
22. wardec bad joke - in Player Features and Ideas Discussion [original thread]
Might want to read this: http://community.eveonline.com/news/dev-blogs/building-your-citadel-one-block-at-a-time/ Estimated prices, mod costs etc etc
- by afkalt - at 2015.11.29 17:05:49
|
23. Sticky:[December] Tech Two Logistics Frigates - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: The skill formerly known as "Logistics" is now called "Logistics Cruisers" Is this going to be tied to the frigate skill for people who don't have it trained yet; like happened with the mining frigate introduction?
- by afkalt - at 2015.11.27 16:47:32
|
24. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
FT Diomedes wrote: Two seconds is an eternity in a world of server tics. My Interdictor specialist is training Microjumpdrive skill to Level V. So looking forward to these ships. I've never been able to work out if MJDs work on ticks or if t...
- by afkalt - at 2015.11.27 14:05:27
|
25. wardec bad joke - in Player Features and Ideas Discussion [original thread]
Because you wardec the corp, not the player is the official reason, iirc. Also U is dead, probably no point referencing him.
- by afkalt - at 2015.11.27 13:22:59
|
26. Sticky:[December] Remote Rep Tiericide and Falloff - in Player Features and Ideas Discussion [original thread]
Fossor Wintersky wrote: Oh. lol. Useless changes. It's a time to delete characters and uninstall game. 'cause it's not a game already. Crack on then.
- by afkalt - at 2015.11.27 11:44:46
|
27. Sticky:[December] Remote Rep Tiericide and Falloff - in Player Features and Ideas Discussion [original thread]
Tethys Luxor wrote: Markus Reese wrote: How is Logi V going to be even more powerful? The range bonus? Right now Logi V does more with so many required logi V fits to get that extra rep. The range bonus is fairly good, but at the ranges the...
- by afkalt - at 2015.11.27 08:29:51
|
28. Sticky:[December] Remote Rep Tiericide and Falloff - in Player Features and Ideas Discussion [original thread]
Oh and rep drones?
- by afkalt - at 2015.11.26 23:05:16
|
29. Sticky:[December] Remote Rep Tiericide and Falloff - in Player Features and Ideas Discussion [original thread]
Is there a reason shield is taking such a bit cycle hit vs armor? Feels a little homogenous. The differences before were interesting.
- by afkalt - at 2015.11.26 22:55:39
|
30. Capacitor, Shield, and Armor Transfers as Turrets - in Player Features and Ideas Discussion [original thread]
Torgeir Hekard wrote: The new rates are pretty similar to old. Slight increase in cap/s, but same hp/s. Yes, but a higher cap spike when they activate renders things much more vulnerable to cap warfare breaking the tipping point. It's bette...
- by afkalt - at 2015.11.26 19:51:58
|
31. Capacitor, Shield, and Armor Transfers as Turrets - in Player Features and Ideas Discussion [original thread]
The activation costs are mean. 252 up to 365 for T2 LAR? /Puke Module cycle time all massively increased too.
- by afkalt - at 2015.11.26 19:20:46
|
32. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Mike Voidstar wrote: Not so much. It's a mistaken idea that dropping isk from the economy will cheapen PLEX. It won't. It might lower the isk pricetag, but it will do nothing to lower the time to earn one. It's rearranging deckchairs o...
- by afkalt - at 2015.11.26 16:46:37
|
33. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Khan Wrenth wrote: Frostys Virpio wrote: The only sink to counter the rich being risk would be an asset/wallet tax. What's wrong with rich players being rich? A few players being rich isn't a problem, it's a part of a healthy economy. ...
- by afkalt - at 2015.11.26 15:52:09
|
34. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Trinkets friend wrote: Just going to go ahead and say, before MD's go live, this is a stupid idea and CCP Larrikin should be ashamed. Bad Aussie. Bad. No no no. It's right an proper that there are more counters to missiles than guns, that ...
- by afkalt - at 2015.11.26 15:03:37
|
35. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: afkalt wrote: Teckos Pech wrote: afkalt wrote: Mike Voidstar wrote: Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship. No...
- by afkalt - at 2015.11.26 15:00:06
|
36. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Sigras wrote: Serendipity Lost wrote: (read this slowly) BLOW SSSSHHHHHIIIIITTTTTT UP. Im going to explain this as simply as I can on the off chance that you are able to understand it... when you "BLOW SSSSHHHHHIIIIITTTTTT UP" more ISK e...
- by afkalt - at 2015.11.26 13:55:50
|
37. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Teckos Pech wrote: afkalt wrote: Mike Voidstar wrote: Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship. No, manufacturing isn't free, also sales and...
- by afkalt - at 2015.11.26 10:11:58
|
38. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Mike Voidstar wrote: Buying a ship does not remove ISK from the game. Destroying a ship removes minerals, and a small amount of ISK if it was a faction ship. No, manufacturing isn't free, also sales and contract taxes. There are a number of...
- by afkalt - at 2015.11.25 19:59:07
|
39. ISK sink ideas - in Player Features and Ideas Discussion [original thread]
Stephanie Rosefire wrote: Thoughts? Pay money for your sub and stop bitching about being able to freeload? Also, as LP items implants are already an isk sink, getting them another way literally undermines the original sink. No. Fran...
- by afkalt - at 2015.11.25 14:19:29
|
40. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Rek Seven wrote: Yeah I'm fairly certain CCP will eventually change it so your can't activate a second MJFG if you are already in an active micro-jump field. Maybe but half these scenarios need things lined up so perfectly they're like laun...
- by afkalt - at 2015.11.25 14:15:02
|
Pages: 1 [2] 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 |
First page | Previous page | Next page | Last page |