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1. Sticky:[Kronos] Medium Micro Jump Drives - in Player Features and Ideas Discussion [original thread]
Grath Telkin wrote: This is terrible don't do this, you're making it increasingly easy to avoid combat in a game where picking a fight can already be an extreme challenge. I can see it on the DST, but not for the BC or CS.
- by darius mclever - at 2014.05.17 18:36:00
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2. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
Every other pirate ship also focuses on 3 things. They even explained each of them in the fanfest presentation for ship balancing.
- by darius mclever - at 2014.05.14 11:21:00
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3. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
Thalesia wrote: rofl 2b shield mach with 150k ehp with full links and a dcu, collapses instantly if it's caught, inbe4 1.1b armor mach with 300k ehp with HG slaves and links. so you rofl over 2bn mach. the HG slave clone comes for free and...
- by darius mclever - at 2014.05.12 19:02:00
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4. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
yay for missiles. do you have some example numbers for missile ranges?
- by darius mclever - at 2014.05.12 16:20:00
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5. Sticky:[Rubicon 1.1] Omnidirectional Tracking Links - in Player Features and Ideas Discussion [original thread]
Neuntausend wrote: Yes, please make Sentries track better, it's not like we are killing Interceptors with Battleships already. which really begs the question as Fozzie nerfed all the base stats in preparation of the heat changes. (see capit...
- by darius mclever - at 2014.01.16 15:52:00
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6. Sticky:[Rubicon 1.1] Overheating Iterations - in Player Features and Ideas Discussion [original thread]
why would the heat changes favor armor?
- by darius mclever - at 2014.01.16 15:40:00
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7. Sticky:[Rubicon 1.1] Capital Turret Tracking Changes in Conjunction with Heat Iteration - in Player Features and Ideas Discussion [original thread]
so why did dreads need the tracking nerf in first place. how much better would the tracking post heat change have been? anything ground breaking would have happened? again just trying to understand the justification. (which is missing, mentioning...
- by darius mclever - at 2014.01.16 15:36:00
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8. Sticky:[Rubicon 1.1] Interceptor Agility Tweak - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: darius mclever wrote: Why do the 2 missile ceptors get the biggest hit here? why does the crow deserve a 1s slower base align time compared to the ares? just curious about the reasons. Every interceptor should have thei...
- by darius mclever - at 2014.01.16 14:32:00
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9. Sticky:[Rubicon 1.1] Interceptor Agility Tweak - in Player Features and Ideas Discussion [original thread]
Why do the 2 missile ceptors get the biggest hit here? why does the crow deserve a 1s slower base align time compared to the ares? just curious about the reasons.
- by darius mclever - at 2014.01.16 14:17:00
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10. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
just an idea for the mobile scan inhibitor: Instead of gimping the scan abilities under MSI completely ...how about limiting it to 1AU? That way you have a chance to see probes shortly before they will find you.
- by darius mclever - at 2014.01.10 16:40:00
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11. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
gascanu wrote: how about the MSi +bubble mechanic? the fact that any probing ships except t3 nullified will have no way of avoiding getting dragged in a bubble placed in the msi area of effect dosen't concern you in any way? is this working as...
- by darius mclever - at 2014.01.09 20:08:00
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12. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Domanique Altares wrote: darius mclever wrote: Michael Harari wrote: Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they sh...
- by darius mclever - at 2014.01.07 00:06:00
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13. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Michael Harari wrote: Also bastion should prevent use of the MMJD for obvious reasons. so far ... ships with active cynos are allowed to use it. so... at the current logic it seems they should be allowed it.
- by darius mclever - at 2014.01.06 23:44:00
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14. Sticky:[Rubicon 1.1] Mobile Micro Jump Unit and Mobile Scan Inhibitor - in Player Features and Ideas Discussion [original thread]
Matthias Duran wrote: Since the only way to tell what's at one of the scan inhibitors is to warp onto its grid, how is it going to interact with bubbles, particularly if you then surround it with smartbombing BS just inside the inhibitor's radi...
- by darius mclever - at 2014.01.06 19:40:00
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15. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
I'm Down wrote: The reason command ships safe up is because they have 0 survivability on grid. I see nothing in the 3 ops that even begins to address the issues of a command ship actually living for more than 5 seconds. The issue of survival...
- by darius mclever - at 2013.08.01 18:28:00
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16. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Mara Maken wrote: I think there should be a little more to differentiate the strategic cruisers from one another. Loki specializes in Skirmish so make the Skirmish boost 3% and the other two leave at 2% and specialize the others as well, Tengu ...
- by darius mclever - at 2013.08.01 17:03:00
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17. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
so far so happy. needs testing of course ... but could we really drop that drone bay on the cerb for something else?
- by darius mclever - at 2013.07.29 21:53:00
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18. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
Merin Ryskin wrote: 2) If the Vagabond is going to be a shield tanker shouldn't it have more than 4 mids? Moving a low to a mid would make a lot more sense. question is if the base resists dont make up for the missing mid slot.
- by darius mclever - at 2013.07.18 18:37:00
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19. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: and the comment that vaga can brawl seems ridiculous to me even with the ASB bonus which must be hard too fit i would imagine. the vaga is built on speed and kiting .. just remove the shield booster bonus and just buff its d...
- by darius mclever - at 2013.07.18 18:32:00
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20. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
Tsubutai wrote: darius mclever wrote: Tsubutai wrote: I'd rather see the Cerb lose its silly drone bay and have the kinetic damage bonus swapped to an all-flavor damage bonus in exchange, but I think it'll be in a pretty good place overal...
- by darius mclever - at 2013.07.18 15:44:00
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