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1. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Xequecal wrote: Vexor and Ishtar don't have covops cloaks *headdesk* *facepalm* Reapers don't have Doomsdays and an Ishtar will eat the SOE cruiser alive if it dares to decloak in the same system. I know that this Revelation must be sh...
- by Large Collidable Object - at 2013.10.04 01:34:00
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2. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Eko Fromtv wrote: 35 pages of baseless and senseless arguing. It is NOT a pvp boat, forget the EFT capital turret fits with 10k dps. It is a combat exploration ship, emphasis on pve not pvp. "but people will use it for pvp" - So let them! Ev...
- by Large Collidable Object - at 2013.10.04 01:09:00
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3. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Dehval wrote: But you used Ogres... It's only theoretical dps. True - your point being?
- by Large Collidable Object - at 2013.10.04 00:23:00
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4. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: That is true, but to give it 100% laser damage bonus to force it to use lasers also gives it 1-2 utility highs and that can make it even more deadly. 4 lasers worth of damage, 2 neuts and a covert ops cloak, along w...
- by Large Collidable Object - at 2013.10.03 23:54:00
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5. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: Giving the ship 100% laser bonus completely defeats the reason to remove 2 turret hardpoints, with 4 turrets worth of damage it gets too high of DPS. It probably is the only way to force lasers on this hull. Wi...
- by Large Collidable Object - at 2013.10.03 23:30:00
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6. Sticky:[Rubicon] Sisters of EVE faction ships - in Player Features and Ideas Discussion [original thread]
Talking about the cruiser here, because the frig is DOA. The ship isn't overpowered at all. People look at paper DPS of some ridiculous glass-cannon fits with void and conclude it's overpowered, whereas my Ishtar does way more DPS and actually i...
- by Large Collidable Object - at 2013.10.03 22:33:00
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7. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Large Collidable Object wrote: With unlimited ressources, that's hardly a tough call. I generally have to pay for all of my own ships and don't qualify for reimbursement on most of my fits. The largest and richest al...
- by Large Collidable Object - at 2013.09.03 00:35:00
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8. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Omnathious Deninard wrote: Xequecal wrote: They added 3 1600mm plates worth of mass to the Marauders, you won't reach warp speed in an MWD cycle with an improved cloak. It is almost like they never want these ships to lea...
- by Large Collidable Object - at 2013.09.03 00:19:00
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9. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: You have a bit less damage and less mobility, but better damage application, more tank, EW immunity, less ammunition consumption, more range on tractor beams, MJD reduction bonus. Apple and oranges. Again, point of Tech2...
- by Large Collidable Object - at 2013.09.02 22:21:00
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10. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Giving HACs an MWD sig bonus.
- by Large Collidable Object - at 2013.08.30 23:39:00
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11. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: They will also destroy a HAC Pretty much anything above a capsule will either destroy or just disengage a HAC once odyssey 1.1 has hit (the latter option is even viable for pods), except battleships or above. ...
- by Large Collidable Object - at 2013.08.30 23:33:00
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12. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
James Amril-Kesh wrote: The DC2 increases armor resist by 15% (or in other words "removes" 15% of the damage that the ship still takes). Thanks for explaining that, but as a matter of fact I used to make my own excel spreadsheets to calcul...
- by Large Collidable Object - at 2013.08.30 22:22:00
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13. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
James Amril-Kesh wrote: I'm fairly sure the reactive armor hardener and damage controls don't stack with each other. You may just be confusing this with the way resistance bonuses work to begin with. Quote: If you only fit one or the oth...
- by Large Collidable Object - at 2013.08.30 21:49:00
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14. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Good question there from James Amril-Kesh. I'd also like to know if bastion modules are the same category as damage controls and reactive armor hardeners (for those who don't know, they stacking penalize each other), so e.g. if I have a damage co...
- by Large Collidable Object - at 2013.08.30 21:27:00
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15. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Lloyd Roses wrote: I doubt that HACs suck, or will not be used/useful for wormholes. Especially peeking at Deimos/Astarte/Cerberus/Absolution/Nighthawk, all of those offer some of T3s key-attributes without SP-loss and in some cases, even ad...
- by Large Collidable Object - at 2013.08.24 21:41:00
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16. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
M1k3y Koontz wrote: Sergeant Acht Scultz wrote: Go on SiSi, fit one properly and if you can't ask someone to tell you how to, then try to take strong boosters fit pirate implants use OGB then come here tell us how bad your vaga is. So yo...
- by Large Collidable Object - at 2013.08.13 23:38:00
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17. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: I think the Phantasm has tremendous potential and could be the best of the lot Omen - good speed/ decent dps/projection Navy Omen - better than omen in every way, especially with 7 low slots gives lots of options Zealot - s...
- by Large Collidable Object - at 2013.08.12 22:38:00
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18. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
It's interesting how these numbers actually are reflected in market data. Speculations aside, the hull making the biggest price-jump is the EOS atm. Yeah, I already had a Claymore, multiple Damnations and Sleipnirs in my Hangar, however, conside...
- by Large Collidable Object - at 2013.08.03 22:45:00
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19. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: Role[...] [HACs are tough but mobile cruisers that can take a lot of punishment. What we want to do is extend that tenacity to some of their other systems, namely electronics and capacitor. So why did you give them a role ...
- by Large Collidable Object - at 2013.08.03 22:07:00
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20. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
M1k3y Koontz wrote: Large Collidable Object wrote: As a matter of fact, I'd like to see them have a 33% AB speed bonus instead of the 50% MWD sig reduction bonus - something I would have preferred for assault frigs in the first place. Of co...
- by Large Collidable Object - at 2013.07.27 22:33:00
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