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1. Sticky:Dev blog: Reworking Capital Ships: And thus it begins! - in EVE Information Portal [original thread]
< stupidity got removed, I learned to RTFM >
- by ilammy - at 2015.11.01 10:35:56
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2. Medium Micro Jump Drives - in Player Features and Ideas Discussion [original thread]
And a frigsized one. 25 km jumps, ~10 sec spool-up, disabled by scams, for a ship with 3 km/s MWD speed . As far as I can understand, LMJD were made to cope with BS low mobility issue. BCs and cruisers don't have such prominent weakness, so I do...
- by ilammy - at 2013.11.25 00:28:00
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3. Sticky:[Rubicon] Interdictor Rebalance - in Player Features and Ideas Discussion [original thread]
I don't see any mention of Bubbal Launcher in the latest patchnotes. Is it left unchanged? Or just forgotten?
- by ilammy - at 2013.11.16 22:17:00
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4. [New Module] Inertial Surge Drive - in Player Features and Ideas Discussion [original thread]
Like it. Arden Elenduil wrote: That said, it would almost definitely have to be a midslot module (making it a lowslot mod would make it WAAAAAAY too ******* OP for kiters and most other nano ships) Of course. Like any other active propulsion ...
- by ilammy - at 2013.10.13 16:20:00
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5. [Rubicon] Interdictors - in Player Features and Ideas Discussion [original thread]
Illusive Wolf wrote: Wouldn't matter, for a bubble to stop you, it has to be there before you enter warp - so they'd still sail right through your bubble to the gate. The point is that enemy would be already in a bubble on exit . And they hav...
- by ilammy - at 2013.10.11 19:31:00
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6. Scanner Scrambler - in Player Features and Ideas Discussion [original thread]
Sylver Maken wrote: but I think this could be an interesting added dynamic to the game that would add some more play styles. Anchoring an anti-scan bubbal and orbiting it is not so dynamic . Maybe there should be some active countermeasures ...
- by ilammy - at 2013.10.09 22:55:00
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7. Sticky:[Rubicon] Warp Speed and Acceleration - in Player Features and Ideas Discussion [original thread]
Malcanis wrote: You're wrong about nullsec: this is going to change the nullsec PvP meta a lot. More titan-hugging due to more sheer speed diversification? Everybody knows that CCP has Unforseen Consequences V.
- by ilammy - at 2013.10.07 18:57:00
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8. [Rubicon] Interdictors - in Player Features and Ideas Discussion [original thread]
Knowing CCP, the warp acceleration tweaks (which affect interdictors alongside with other small ships) will be those announced 'changes'
- by ilammy - at 2013.10.06 17:29:00
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9. Lets all move into wormholes - in EVE General Discussion [original thread]
Jeremiah Bailey wrote: Or how about there is a system wide catastrophe and everyone starts all over again, WIN Envy is a mortal sin.
- by ilammy - at 2012.12.15 18:20:00
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10. Craziest Place You Have Ever Played EVE? - in EVE General Discussion [original thread]
Darwins Hammer wrote: with my wom e n sad
- by ilammy - at 2012.12.14 05:08:00
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11. How many of you prefer the old Locked Target display over the new one? - in EVE General Discussion [original thread]
Eugene Kerner wrote: I am sure that if only enough people want tho old system back CCP will hear the croud and change it back just like they did with the inventory!! oh....wait... It worked out for ship hangas, dude. I'm glad at least these '...
- by ilammy - at 2012.12.06 20:42:00
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12. How many of you prefer the old Locked Target display over the new one? - in EVE General Discussion [original thread]
Geoscape wrote: The new hp bars have no advantages over the old ones except that it saves a bit of vertical screen real estate. Nope, this vertical space is now occupied by the icons of modules that are active on the target.
- by ilammy - at 2012.12.04 22:48:00
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13. Black Ops - why not warp cloaked? - in Ships and Modules [original thread]
Alberik wrote: ccp cant do anything on this matter. its the eve universe physics that dont allow such huge masses to warp cloaked LIAR! http://www.youtube.com/watch?v=0Ti9-p08LaA
- by ilammy - at 2012.11.29 22:37:00
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14. Black Ops - why not warp cloaked? - in Ships and Modules [original thread]
You tackle things. You light a covert cyno. BO ships jumping in. Big scary blue jump stuff, instalock of the BOs, your target dies. The BOs appear on top of the victim instantaneously ! They even don't need to be in the system! That's much better...
- by ilammy - at 2012.11.29 09:04:00
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15. Micro Jump Drive cloaking trick - in Ships and Modules [original thread]
Ysil Yazria wrote: You can also (last time I checked) do the same thing with a cyno. If you line it up correctly, you can light a cyno and MJD into a POS...if you're really that risk averse Last time I asked a GM, any way to make a cynoship ...
- by ilammy - at 2012.11.25 16:10:00
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16. Nos Mechanics - in Ships and Modules [original thread]
Exploited Engineer wrote: The first law of thermodynamics, among other things, is not part of EVE physics. Well, the capacitor energy the modules use is not the entire energy produced by a ship. So there are no thermodynamical paradoxes: energ...
- by ilammy - at 2012.11.24 20:44:00
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17. "Tiericide" for capitals? - in Ships and Modules [original thread]
Daniel Plain wrote: this leaves me wondering if dreads' role needs to be defined better; pos bashing doesn't quite cut it as the only effective application of an entire ship class. then again, i never flew a dread so that's why i'm asking. Wel...
- by ilammy - at 2012.11.24 18:46:00
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18. "Tiericide" for capitals? - in Ships and Modules [original thread]
Daniel Plain wrote: i never bothered to read up on the new doomsdays. what do the interwebs think about it; is it a good idea to have dreads the 'official' counter to titans being oneshot by the latter? and if titans are supposed to be the coun...
- by ilammy - at 2012.11.24 08:50:00
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19. "Inferno" modules. When they will be available in all versions? - in Ships and Modules [original thread]
Hakan MacTrew wrote: Better question would be "When will the BPO's become available on the open market?" Based on a price of these BPCs, I doubt there is a shortage of supply.
- by ilammy - at 2012.11.18 17:14:00
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20. formula for determining jump fuel usage - in Ships and Modules [original thread]
Isotope qty per LY. Is rounded down after multiplication by distance. For non-JF: 1000 +ù (1 GêÆ 0.1 +ù JFC skill level). For JF: 2900 +ù (1 GêÆ 0.1 +ù JFC skill level) +ù (1 GêÆ 0.1 +ù JF skill level).
- by ilammy - at 2012.11.14 20:27:00
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