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101. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Kiting will still remain viable, what will take a hit is solo kiting. And if they have a HIC, bring scram web AB brawlers. Or have dual prop tacklers holding things down whilst the kiting ships plink damage from afar. Or ewar it to death. Or ju...
- by afkalt - at 2015.11.06 14:13:57
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102. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Lloyd Roses wrote: afkalt wrote: "zomg, that gang of prepared pilots who outnumber me might actually kill me! THE HUMANITY!" I'm more concerned about diversity of viable fits. With those changes on the horizon, it won't phase me that much...
- by afkalt - at 2015.11.06 13:43:26
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103. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Challus Mercer wrote: Aiyshimin wrote: Inggroth wrote: Sup Larrikin, are you guys aware that this will push small- and probably medscale meta heavily towards oversized Afterburners? In terms of balance/game design oversized ABs are a thi...
- by afkalt - at 2015.11.06 11:36:20
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104. Purchasing Items From the Market Should Always Send ISK to Seller - in Player Features and Ideas Discussion [original thread]
Is it me, or are most people not understanding OPs point?
- by afkalt - at 2015.11.06 09:30:56
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105. Countering Bumping ganks in highsec - in Player Features and Ideas Discussion [original thread]
Amarisen Gream wrote: develop anti-bump player skills. (learn to re-approach the gate, stop trying to align to warp. [clears throat] LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL Ahem. As you were.
- by afkalt - at 2015.11.06 09:08:18
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106. NERF The Watchlist....... - in Player Features and Ideas Discussion [original thread]
Khan Wrenth wrote: afkalt wrote: It's an interesting question. I'd contend that these are only really vulnerable in transit. A good super scrap is rare enough to make mainstream media. I'm not sure we need more safety, tbh. Perhaps more v...
- by afkalt - at 2015.11.06 08:55:29
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107. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Querns wrote: Desorem wrote: I do like the changes in WDFG, but things of such power should come with restrictions - 1 per ship for example. People WILL abuse zero-dps 4-5-6-generator hic with 200k ehp, because who gives a puck 'bout dps whe...
- by afkalt - at 2015.11.06 08:18:22
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108. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
It's not a bubble at all.....
- by afkalt - at 2015.11.05 19:24:51
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109. Jump Fatigue Reductions were Not Enough - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: SurrenderMonkey wrote: Serendipity Lost wrote: If they didn't have fatigue I would immediately use them as teleporting taxis to where ever I wanted to go. Light years/jump would far out perform interceptors racing ac...
- by afkalt - at 2015.11.05 19:03:38
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110. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Skyler Hawk wrote: afkalt wrote: [quote=Aiyshimin]So much this. It's like they've never seen a proteus. Ed: 26.6 km scram, 185k EHP (not even slaved), over 900 DPS. Yeah....but these HICs....totally different To achieve that result with...
- by afkalt - at 2015.11.05 18:41:16
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111. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Whisperen wrote: This is a bad idea. Scram and anti-mjd long point + bubbles on a instalocking brick tanked cruiser are you nuts? This would be a valued and insightful comment, if only it wasn't wholly inaccurate...
- by afkalt - at 2015.11.05 16:53:57
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112. NERF The Watchlist....... - in Player Features and Ideas Discussion [original thread]
It's an interesting question. I'd contend that these are only really vulnerable in transit. A good super scrap is rare enough to make mainstream media. I'm not sure we need more safety, tbh. Perhaps more vulnerability could be introduced.....bu...
- by afkalt - at 2015.11.05 16:50:38
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113. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
Aiyshimin wrote: So many posts basically saying "omg I can't kite in my OP linked kiting autism chariot with absolute impunity and feel elite anymore if the enemies have a HIC" So much this. It's like they've never seen a proteus.
- by afkalt - at 2015.11.05 16:29:09
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114. Jump Fatigue Reductions were Not Enough - in Player Features and Ideas Discussion [original thread]
Yeah, unfortunately they have consistently said they are happy with the geography. Maybe they are happy, who knows. I do know that any talk of fatigue in general is dominated by caps though. Maybe they need a blops focus group too and some data s...
- by afkalt - at 2015.11.05 16:22:37
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115. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
big miker wrote: Wow, just wow Giving a 200k EHP boat a 30+ ( 37.5 ) km scrambler? Like Suitonia said, make it a script with LESS range. If you want long range scramblers fly a Lachesis or Arazu or anything else with a scrambler range bonus, ...
- by afkalt - at 2015.11.05 16:18:39
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116. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
CCP Larrikin wrote: Suitonia wrote: A separate script that has reduced range (Maybe 40% of normal) would probably make this a bit more balanced. 37.5km Scrams on T2 HIC is incredibly powerful, and actually stronger than best faction linked h...
- by afkalt - at 2015.11.05 16:03:12
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117. Jump Fatigue Reductions were Not Enough - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: afkalt wrote: And at absolutely no point have I suggested removing fatigue. Some of us are having a grown up conversation, come back when you're ready to a) read the posts properly, b) participate like a grown up i...
- by afkalt - at 2015.11.05 15:54:27
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118. Jump Fatigue Reductions were Not Enough - in Player Features and Ideas Discussion [original thread]
And at absolutely no point have I suggested removing fatigue. Some of us are having a grown up conversation, come back when you're ready to a) read the posts properly, b) participate like a grown up instead of "LOLYOU" and c) bring some metri...
- by afkalt - at 2015.11.05 15:05:52
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119. Sticky:[December] Module Tiericide - Neutralizers and Nosferatu - in Player Features and Ideas Discussion [original thread]
Carthereon Crust wrote: CCP Larrikin wrote: Stats Neutralizer Image Link Neutralizer Google Docs Link Maybe I'm reading this wrong, but in-game the faction Heavy Energy Neutralizers has a range of 29.4k. In your chart it says...
- by afkalt - at 2015.11.05 15:01:13
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120. Jump Fatigue Reductions were Not Enough - in Player Features and Ideas Discussion [original thread]
Serendipity Lost wrote: Frostys Virpio wrote: afkalt wrote: There could be other things done to help blops mobility, but I think tweaking the fatigue/range is the place to start. I mean to be perfectly fair - CCP basically overlooked the...
- by afkalt - at 2015.11.05 14:56:36
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