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SithEwok
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Posted - 2004.01.07 17:28:00 -
[1]
Edited by: SithEwok on 07/01/2004 17:30:02 Ok this is where I want tacticians to come and talk about loadouts. New ideas for new mod concepts.
Pros/cons of current weapons that need to be tweaked by ccp as well.
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SithEwok
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Posted - 2004.01.07 17:43:00 -
[2]
Edited by: SithEwok on 08/01/2004 22:09:30
Missiles are going through some changes, its up in the air for TomB to make a final decision on what to do. Thus far cruise are leaving kestrels.
Caldari ships have taken a beating on the damage that they used to be able to inflict.
Hybrid damage is horrible still. 150-200dmg sure i eat into hull with each shot, but i am lvl 4 on L hybrid, and lvl 4 surgical strike using antimatter at optimal range. I should go stick on 1400mm proj's to help reduce the cap losses. I will never be able to use my megathron to get up close to another player to use the neutrons, I would have to use a mwd. PFFFT!!! The new mwd wont allow me to even think about getting close.
A few new changes I would like to see:
1. Threat alert making the new little green scanner bleep red when threats are near. 2. Missiles doing more damage. 3. Hybrids actually hitting for 700 to 800. 4. CHANGE THE SOUND OF THE 425MM RAIL its horrible!!! sounds like a sick cat coughing a hairball. 5. NEW WEAPON L(only) EMP SMART BOMB This weapon would be used only once and the mod would disappear from your high slots. Effect: would render all ships warp drives inoperable within 100km radius for a time of 120 seconds. 6. Logging out to save ones ship. This is a growing problem. people can warp away from a system and never be found. Make the ship not leave the area of space for 10minutes. I have personally sat waiting for people with multiple accounts to log back in only to see them log back out when they see me still there.
7. Would like to see a BLOODHOUND warp drive analysis module to track down players that warp away to log out. make the efficientcy of the module to where you can find someone and warp to the ship they left in under 6mins. 8. Paint job shop to individualize the ships or have corp tags put on them. 9. New XL War Drones 500m3 to 1250m3 raise the drone capacity for megathron, should be closer to the size of the dom. 10. Module changes in space. 11. High slot mod that can change your drone capacity to cargo capacity. ok maybe that is too much but the idea is nice. 12. Ability to load drones from cargo container that you find in space after you kill npc's. This would solve if you accidentally throw your own drone in your cargo, you would not have to go back to the base to put it back in drone cargo. 13. Mwd's to come back into play, make them not stack but give them the power that they once had so that hard pvpers can still play a lil hard. Give acceleration back pls! or give Gal ships a special mwd mod to get them upclose quicker for combat or they are sitting dux.
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SithEwok
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Posted - 2004.01.08 19:55:00 -
[3]
Edited by: SithEwok on 08/01/2004 19:57:05 I guess what I am really trying to accomplish here, is a compelation of new ideas that can go b4 TomB to see about getting them implemented. The nerf bat has hit me in the jewels so many times im kinda getting sore irl! Pls post constructive ideas, no one here really cares about lamo negative people so even if you post here, you will be ignored.(to the critix)
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SithEwok
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Posted - 2004.01.08 20:12:00 -
[4]
Quote:
4. More damaging missles, or another skill to increase missle damage. Missles are currently fairly weak in battleship PvP.
Missiles are TOOOOOO weak my friend. What would you say about 35% too weak? They have such a payload that they should be knocking a ship around.. what ever happend to that :(. I could actually keep a ship with dual mwd's from getting to a gate and running it then! NOW they can walk right on through.
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