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1. Use a ship Scanner to see what ships are piloted in Citadels - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: I remember when I first joins a wh corp back before all the mechanics were fully understood and techniques hadn't been mastered. Since then any little change to wh gameplay has been rejected. I woo admit the current bala...
- by unimatrix0030 - at 2016.02.28 10:23:42
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2. Use a ship Scanner to see what ships are piloted in Citadels - in Player Features and Ideas Discussion [original thread]
elitatwo wrote: helana Tsero wrote: I live in a wormhole. In order to find content with no local we warp cloaked to POSs to see if wormhole residents are active... Translation: We are so risk averse that we need intel on what may come o...
- by unimatrix0030 - at 2016.02.27 20:51:28
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3. ***Petition*** Petition to keep the refitting mechanic as is! - in Player Features and Ideas Discussion [original thread]
+1 Refitting is fun . Don't break what works in Wh's to fix a minor inconveniance in null.
- by unimatrix0030 - at 2016.01.08 11:40:29
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4. Sticky:[Citadels] Capital Q&A - in Player Features and Ideas Discussion [original thread]
CCP Larrikin wrote: ***** Siege/Dreadnoughts ***** Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 A) Sieged dreads have severa...
- by unimatrix0030 - at 2015.11.14 14:30:38
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5. Making Wormholes easier to Probe. - in Player Features and Ideas Discussion [original thread]
-1 Scanning is way to easy. We have a new player in our corp and he got scanning like the rest of us in a week(barrings char-skills). The only thing he still struggles with is the way we name the systems . Also making scanning to easy takes away ...
- by unimatrix0030 - at 2015.09.19 18:46:12
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6. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Ryno Caval wrote: stuff It is clear that you never scanned a thing in your eve life from your post : -Scan something down, 1-2 minutes if you are good(anyone with 3 scanning skills to 5), else target is gone -save location, 2 seconds(need t...
- by unimatrix0030 - at 2015.06.22 18:44:29
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7. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Kinete Jenius wrote: Well that would certainly make me become uninterested in flying logistics post change. Awful idea. Everything about this idea is terrible, it is like changing the stearingwheel of a car while driving without any repla...
- by unimatrix0030 - at 2015.06.20 22:01:10
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8. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
In a sleeper site that helios will be 2 shoted by the sleepers npc's .
- by unimatrix0030 - at 2015.06.19 19:17:45
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9. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: A55 Burger wrote: That's not how I read "CCP Larrikin: I agree, I want anchoring taken out of the game. " Perhaps my reading of this is askew, but orbit, approach, and keep at range are all methods to anchor. There's no anc...
- by unimatrix0030 - at 2015.06.19 13:41:48
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10. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
I still wonder why null sec and low sec gets the free fleet warps to stations and gates, can't they warp there themselfs?
- by unimatrix0030 - at 2015.06.17 17:45:00
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11. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Tappits wrote: I don't think any of this will happen... probing alts will still be the same probing alts. you will still catch people. there will be more stranglers there will be more time were people cannot warp out while you come in becaus...
- by unimatrix0030 - at 2015.06.13 21:47:47
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12. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: unimatrix0030 wrote: And again you dismiss the serious concerns for a problem that does not exist now and will be created by this change. I dismiss it because it is not a problem unless you are incompetent. Ha, you just ...
- by unimatrix0030 - at 2015.06.13 21:10:21
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13. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Tatsuj Khan wrote: Some posters casually dismiss the serious concerns of wormhole residents, with pithy statements like get warp-to scouts to sit on the WHs in our chains. Imagine if system gates are NOT 'public' and you need ...
- by unimatrix0030 - at 2015.06.13 20:57:29
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14. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
This change is only for big null sec alliances and everyone else gets the short end of the stick. Large alliances can spare extra scanners and warps in alts(both in the same person is not possible choose scanning or tackling). Small to medium alli...
- by unimatrix0030 - at 2015.06.13 20:40:42
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15. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Worst change ever and all that because null sec dudes are unable to adept to the current situation.
- by unimatrix0030 - at 2015.06.13 16:08:55
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16. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: unimatrix0030 wrote: And i still need to see any possitive point for people who are not part of 250 man fleet alliances. Thats because you don't want to. Pff, i can say the same thing about you not seeing the downsides of...
- by unimatrix0030 - at 2015.06.12 14:01:50
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17. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Canaris Roshaak wrote: unimatrix0030 wrote: baltec1 wrote: Zappity wrote: Anyone with a useful fit? Baltec, the expanded launcher is the one with the really high CPU requirement. Just in case you are confused. It would be nice if...
- by unimatrix0030 - at 2015.06.12 13:57:48
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18. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
baltec1 wrote: Zappity wrote: Anyone with a useful fit? Baltec, the expanded launcher is the one with the really high CPU requirement. Just in case you are confused. It would be nice if just for once people such as yourself spent a bit...
- by unimatrix0030 - at 2015.06.12 13:50:36
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19. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
And i still need to see any possitive point for people who are not part of 250 man fleet alliances.
- by unimatrix0030 - at 2015.06.12 13:31:01
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20. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Soldarius wrote: The fix is simple: have someone in a covops ships warp first, then FC (or individual members, or wing commanders) warps fleet to them. Fixed. Covert ops sees fleet get out before own fleet gets in.
- by unimatrix0030 - at 2015.06.12 13:25:35
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