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81. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Airi Cho wrote: afkalt wrote: Hitting incursion isk/hour is NOT a good reason to deny high sec access to these. The counters are there, if people are too lazy or too dumb, or too cheap to use them then they deserve to die in a fire. if...
- by afkalt - at 2015.11.17 15:40:01
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82. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Airi Cho wrote: afkalt wrote: text I dont run incursion. the difference is ... the fleet compositions you will normally find in null/lowsec will include tackle already. So it comes down to isk/hour and not wanting to pay that HIC pilo...
- by afkalt - at 2015.11.17 15:31:26
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83. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Airi Cho wrote: afkalt wrote: You can scram it, thus shutting off the module AND tackling the ship. Which is both flashy and surrounded by several thousand DPS. It'll have a bad time. Again, if you can expect combat fleets to do this, you ...
- by afkalt - at 2015.11.17 15:25:00
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84. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Rosal Milag wrote: afkalt wrote: CCP Rise wrote: Lord Jasta wrote: Yet another item that can't be used in high sec, :( why not have this with a criminal timer? We really wanted to but even with a criminal timer you would pretty easi...
- by afkalt - at 2015.11.17 15:17:17
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85. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Lord Jasta wrote: Yet another item that can't be used in high sec, :( why not have this with a criminal timer? We really wanted to but even with a criminal timer you would pretty easily be able to destroy incursion fleets,...
- by afkalt - at 2015.11.17 15:10:04
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86. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Quote: Please do not release this without there being a competent counter because this will honestly kill all fleet combat which isn't cerbs and ishtars. If this kind of tactic becomes really common it is always an option ...
- by afkalt - at 2015.11.17 14:33:19
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87. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Cephei Kells wrote: CCP Rise wrote: More than any module/mechanic I've worked on, this is an attempt to expand fleet sizes and tactics, not limit them. I believe (as long as the numbers end up somewhat balanced) this is one of the most pro...
- by afkalt - at 2015.11.17 14:30:24
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88. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
Are these getting full T2 resists? Also, do cloaked targets get pulled? Do you have a UI icon to show you if you're in range of the effect? Can you fly out of range once it is activated? I certainly hope so.......... What happens if there are ...
- by afkalt - at 2015.11.17 14:16:58
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89. Sticky:[Focus Group] Capital Ships - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: Olga Romanov wrote: Please CCP for the love of ******* god just ban Lord's Servant from it before it starts For their own protection, never mind ours. Sometimes having someone batshit crazy in there gives a good yard...
- by afkalt - at 2015.11.11 14:20:35
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90. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
big miker wrote: afkalt wrote: big miker wrote: Give the Garmur / Orthrus the navy maulus treatment. 10% bonus to warp disruptor range, and NOT scrambler range. You have that backwards: Quote: 10% bonus to Warp Scrambler range (Th...
- by afkalt - at 2015.11.10 18:33:47
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91. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
big miker wrote: Give the Garmur / Orthrus the navy maulus treatment. 10% bonus to warp disruptor range, and NOT scrambler range. You have that backwards: Quote: 10% bonus to Warp Scrambler range (This bonus does not apply to Warp Disru...
- by afkalt - at 2015.11.10 13:10:56
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92. Decloaking red inactive players - in Player Features and Ideas Discussion [original thread]
Infinity Ziona wrote: Iain Cariaba wrote: Infinity Ziona wrote: Active is recent input, mouse click, chat, mail whatever. Time is irrelevant really but some games go 5 mins others a few hours. Well, I could only think of about 15 ways t...
- by afkalt - at 2015.11.08 09:00:18
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93. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
A lot of people in the thread are being hyperbolic and dumb. A naked hurricane with a MWD does 1422m/s. The Onyx is 1410 Try it, slap a 50mn cold gas enduring on them both. [Hurricane, mwd] [empty low slot] [empty low slot] [empty low slot] [e...
- by afkalt - at 2015.11.07 22:18:46
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94. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Chainsaw Plankton wrote: [ not when they are scrammed at 37.5km. and way to criticize the random hic that someone randomly linked. optimization will happen over time, plenty of min/maxers out there. that said there are still plenty of people ...
- by afkalt - at 2015.11.07 21:40:15
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95. Jump Fatigue Reductions were Not Enough - in Player Features and Ideas Discussion [original thread]
Vic Jefferson wrote: Rivr Luzade wrote: FT Diomedes wrote: The nerf to null-null wormholes was much worse than the jump fatigue changes. That totally killed a lot of the opportunity to get deep behind enemy lines and have small gang fight...
- by afkalt - at 2015.11.07 18:32:22
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96. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Moac Tor wrote: afkalt wrote: Moac Tor wrote: Trinkets friend wrote: Moac Tor, That fit...the DPS numbers you quoted at extreme range are 10% of the optimal. So at 37km your Broadsword does 50 / 60 DPS. It's still a tackle ship. It ...
- by afkalt - at 2015.11.07 17:28:57
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97. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Moac Tor wrote: Trinkets friend wrote: Moac Tor, That fit...the DPS numbers you quoted at extreme range are 10% of the optimal. So at 37km your Broadsword does 50 / 60 DPS. It's still a tackle ship. It is, as FT Diomedes says, still a fat...
- by afkalt - at 2015.11.07 15:58:53
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98. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Stitch Kaneland wrote: FT Diomedes wrote: Stitch Kaneland wrote: True solo player here (no alts, links, etc). This MAY not be a huge change, as arazu/lach have similar scram range when linked. The issue i have is that if you get scrammed...
- by afkalt - at 2015.11.06 22:20:16
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99. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Tappits wrote: This change totally kills Transport ships as all of its tricks are countered with a single high slot mod. No MWDing back to gate, No MJDing away, + the 2 inbuilt WCS's are neuted by the infi point. = totally useless In low and in...
- by afkalt - at 2015.11.06 15:43:07
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100. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Colt Blackhawk wrote: Like the changes. Just short reminder: Has CCP considered that the field generator that shuts down MJD and MWD will completely ban cloaky haulers like Prowler or Crane out of null? What?
- by afkalt - at 2015.11.06 15:26:52
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