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1. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I love that in the last page there has been complaint that Vaga isn't good, Vaga is too good, Eagle isn't good, Eagle is fine, Sacrilege isn't good, Rep bonus Deimos is awesome and Rep Bonuses are bad. I think we are reaching a...
- by glepp - at 2013.08.06 17:10:00
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2. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Solution to the whole Nothing Is As Good As The Damnation-problem: 1. Make all CS give bonuses to all links. 2. Set the ships apart by changing other characteristics: Amarr: slow armor bricks Gallente: fast armor [something less sturdy but faster ...
- by glepp - at 2013.08.01 22:44:00
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3. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
dee x3 wrote: Quote: Could we maybe fix the "small" bug of wing commanders not receiving fleet commander's bonuses before we start to try to put the ships on grid? This should be the main priority' before ANY changes to the boosters. Why is...
- by glepp - at 2013.08.01 21:13:00
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4. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: Mark Artreides wrote: Ranger 1 wrote: You might consider that since CS will be quite effective in a fight with or without links it's pretty doubtful that only your wing commanders will be in them. Which makes it a bit di...
- by glepp - at 2013.08.01 21:12:00
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5. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: glepp wrote: Ranger 1 wrote: That's actually a pretty decent buff to base resists, and it's effectiveness is dependent on what the enemy is shooting. Lasers do EM/Thermal by the way, and Caldari frequently are using Kinet...
- by glepp - at 2013.08.01 18:52:00
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6. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: That's actually a pretty decent buff to base resists, and it's effectiveness is dependent on what the enemy is shooting. Lasers do EM/Thermal by the way, and Caldari frequently are using Kinetic missiles due to their bonus rest...
- by glepp - at 2013.08.01 18:12:00
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7. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Rose Roses wrote: glepp wrote: Ranger 1 wrote: glepp wrote: No, local reps are wasted as soon as incoming dps > 1k, which means any gang > 1 Attack BC, really. So this either means that gallente CS won't be using one of their ...
- by glepp - at 2013.08.01 17:54:00
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8. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Grarr Dexx wrote: glepp wrote: Again, I think you are overlooking the buffs that were made to resistances. oh yes, that 8% additional kinetic resist on top of a 75% base while explosive is still at 10%, really handy Wasn't me who said ...
- by glepp - at 2013.08.01 17:48:00
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9. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Ranger 1 wrote: glepp wrote: Tuxedo Catfish wrote: Michael J Caboose wrote: Hortoken Wolfbrother wrote: I also echo elendar's concerns. The minmatar/gallente ships are too vulnerable for large fleet fights. Not having natural resist...
- by glepp - at 2013.08.01 17:44:00
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10. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Tuxedo Catfish wrote: Michael J Caboose wrote: Hortoken Wolfbrother wrote: I also echo elendar's concerns. The minmatar/gallente ships are too vulnerable for large fleet fights. Not having natural resists or EHP to match up to their compa...
- by glepp - at 2013.08.01 17:24:00
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11. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Nice changes, but why keep the local rep bonuses? These are gang ships as defined by their role, and local reps are useless in any gang setting. Change it for a hitpoint bonus instead to differentiate from the resist bonus on amarr/caldari. As it...
- by glepp - at 2013.08.01 15:21:00
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12. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
The Deimos, which I love so much, needs to have the MWD bonus baked into it's cap and replaced with a tracking bonus if you're going to pidgeonhole it into a rail boat like you are atm. Removing the HPs on the HAC with the biggest sig really makes...
- by glepp - at 2013.07.31 20:26:00
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13. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
I love the new mid on the Deimos, but is it really supposed to be slower with less applied dps than a Thorax (because of no tracking bonus)? And a little tiny bit extra CPU so you can fit an extra ewar mod in the mid would go a long way. Dropping ...
- by glepp - at 2013.07.18 21:38:00
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14. [Ship Balance] On-grid Command Ships - in Player Features and Ideas Discussion [original thread]
Disregarding the Rorqual problem, i believe this is a good solution that would lead to more interesting fleet choices.
- by glepp - at 2012.08.05 18:11:00
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15. Nullsec design goals feedback: Movement and logistics - in Player Features and Ideas Discussion [original thread]
Edited by: glepp on 16/08/2011 12:57:18 Edited by: glepp on 16/08/2011 12:55:35 Originally by: Captain Black Jack Originally by: glepp The larger your fleet, the slower it warps. 250 people = quarter warp speed. Fixes mano...
- by glepp - at 2011.08.16 12:55:00
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16. Nullsec design goals feedback: Movement and logistics - in Player Features and Ideas Discussion [original thread]
The larger your fleet, the slower it warps. 250 people = quarter warp speed. Fixes manouverability issue of large v small fleet and means decisions matter more.
- by glepp - at 2011.08.16 12:39:00
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17. Nullsec design goals feedback: NPC Nullsec - in Player Features and Ideas Discussion [original thread]
Edited by: glepp on 16/08/2011 12:33:34 NPC nullsec is a great place for small gang pvp and a great area for new alliances to test their mettle. It does need changing a bit though. Here's some suggested ideas: 1. Moneymaking: Atm there are fe...
- by glepp - at 2011.08.16 12:32:00
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