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1. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
I don't think I've posted today, so I figure I'll have a little fun. When rise announced, earlier in the year, that missiles were going to get some attention I was a bit excited and decided to start some missile-specific cross-training. As it stan...
- by scorchlikeshiswhiskey - at 2015.07.06 22:00:09
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2. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Nafensoriel wrote: Why is a CSM answering a question asked to the devs? Though that said I guess we can all rest easy knowing all threads in this forum are utterly useless if a closed door secret meeting without any oversight feels different...
- by scorchlikeshiswhiskey - at 2015.07.03 18:47:33
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3. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Guys, can I bring a Drake? Rise said they were getting buffed, so surely they're going to be better than they were. Right?
- by scorchlikeshiswhiskey - at 2015.07.03 17:26:35
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4. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Chan'aar wrote: is it just me or has the amount of interaction / back-and-forth between the community and the dev's decreased in these balancing threads? I am sure we used to have some blue bar's appear just about everyday back at the beginnin...
- by scorchlikeshiswhiskey - at 2015.07.01 20:01:06
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5. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Kalen Pavle wrote: The midslot mod to counter missile damage is the afterburner. You forgot that every ship comes with a pre-installed missile counter, the engine. Just by turning it on, in literally any direction, you too can say "Damn the t...
- by scorchlikeshiswhiskey - at 2015.07.01 15:12:20
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6. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Arthur Aihaken wrote: scorchlikeshiswhiskey wrote: The uses for a Torpedo Naga are, I am sure, quite obvious. Ganking Tornados comes to mind... UArty would still probably prevail. Unless people wanted to do close range torp ganking. Hm...
- by scorchlikeshiswhiskey - at 2015.06.29 22:27:31
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7. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Legion40k wrote: Arthur Aihaken wrote: A Comprehensive Missile Balance Package (In addition to the proposed Aegis changes.) Remove Kinetic Pigeon Holes Nerf Light Missiles; Buff Rockets; Buff Heavy Missiles; Buff Torpedoes; Buff Hea...
- by scorchlikeshiswhiskey - at 2015.06.29 20:25:25
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8. Sticky:[Aegis] Missile balance package - in Player Features and Ideas Discussion [original thread]
Another classic CCP funny... Good job everyone involved, you got a lot of the community excited and then sprung the punchline. Well done.
- by scorchlikeshiswhiskey - at 2015.06.26 19:27:53
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9. Heavy Assalut Missiles - actually need 2 boosts - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: HAM's do the same range as torps which tells us they actually need a range nerf and then rockets by default as they have too be lower than HAM's by the usual class size amount. Or buff torpedo range.
- by scorchlikeshiswhiskey - at 2015.06.12 23:16:45
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10. Missile Guidance Enhancer? - in Player Features and Ideas Discussion [original thread]
Unless there's a general buff to missiles, the nerf that will accompany these mods will only further the CCP goal of reducing Caldari ships to the craphole. Requiring a mid-slot to achieve the current level of meh will wreck most workable fits. Ho...
- by scorchlikeshiswhiskey - at 2015.06.08 03:53:20
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11. Missile Guidance Enhancer? - in Player Features and Ideas Discussion [original thread]
Frostys Virpio wrote: stoicfaux wrote: Any mid slot module would need to be as effective or more effective than a TP, i.e. 30% bonus for T2. What I'm interested in is whether battleship missile boats can finally be free of the Tyranny that...
- by scorchlikeshiswhiskey - at 2015.06.05 19:26:41
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12. Missile Guidance Enhancer? - in Player Features and Ideas Discussion [original thread]
unidenify wrote: scorchlikeshiswhiskey wrote: Unless this comes out paired with an active, scripted mid-slot module, I am against any kind of missile specific TD's. Why? Because Caldari ships do not typically have enough low slots to fit th...
- by scorchlikeshiswhiskey - at 2015.06.05 04:10:46
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13. Missile Guidance Enhancer? - in Player Features and Ideas Discussion [original thread]
Unless this comes out paired with an active, scripted mid-slot module, I am against any kind of missile specific TD's. Why? Because Caldari ships do not typically have enough low slots to fit these in addition to Ballistic Controls which means th...
- by scorchlikeshiswhiskey - at 2015.06.05 03:48:18
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14. Sticky:[Carnyx] The Jackdaw - in Player Features and Ideas Discussion [original thread]
I really like the reload reduction, I think it will greatly increase versatility in a unique way that I'm am interested to test out. I know that I have been in plenty of situations where a 10-second ammo swap before a fight would be.... bad. Being...
- by scorchlikeshiswhiskey - at 2015.05.20 17:25:33
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15. Rename Caldari T3 dessy - in Player Features and Ideas Discussion [original thread]
What about the Peacock?
- by scorchlikeshiswhiskey - at 2015.04.23 01:33:26
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16. Really small (but neat) things - in Player Features and Ideas Discussion [original thread]
Anhenka wrote: Sissy Fuzz wrote: Okay, I think I put it wrongly, sorry. I meant making it possible for ships to orbit planets and moons. I dunno how well the server would handle a 20k km radius orbit path. I don't see a huge reason why ...
- by scorchlikeshiswhiskey - at 2015.04.21 19:26:16
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17. Really small (but neat) things - in Player Features and Ideas Discussion [original thread]
Athryn Bellee wrote: It would be difficult to implement because of bookmarks in space would have to change based on changing locations of all celestials. Yup. You would have to have the bookmarks in reference to a celestial, kinda like a pola...
- by scorchlikeshiswhiskey - at 2015.04.21 18:56:11
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18. Fixing the SP effectiveness disparity with missiles and turrets - in Player Features and Ideas Discussion [original thread]
Aliventi wrote: scorchlikeshiswhiskey wrote: +1 In my opinion this ties into the bigger picture of missile balance quite well, Missle vs Turret SP, the Drake, HML's, etc... I think that CCP is hesitant to approach any single issue until they...
- by scorchlikeshiswhiskey - at 2015.03.27 19:26:35
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19. Fixing the SP effectiveness disparity with missiles and turrets - in Player Features and Ideas Discussion [original thread]
+1 In my opinion this ties into the bigger picture of missile balance quite well, Missle vs Turret SP, the Drake, HML's, etc... I think that CCP is hesitant to approach any single issue until they have formulated a plan to deal with all of them, t...
- by scorchlikeshiswhiskey - at 2015.03.27 19:03:16
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20. Marauders: Golem Bonus Adjustment - in Player Features and Ideas Discussion [original thread]
Not a fan of changing the Golem EXCEPT with the possibility of addressing what Catherine mentioned, that is the disparity in ranges of TP's and cruise missiles. I've used my Golem for PvE a lot and, while torps can be cool, I have never fitted a s...
- by scorchlikeshiswhiskey - at 2015.03.25 21:55:49
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