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1. Sticky:[Kronos] Hyperspatial Accelerator Modules - in Player Features and Ideas Discussion [original thread]
My initial thought is that they don't do enough to be worth using. It would, for example, be worth doing it at 1 AU per unit on say a cruiser; then you're sacking three low slots for double warp speed... but three warp slots for a < 33% increas...
- by Alex Tutuola - at 2014.05.21 15:34:00
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2. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
Wouldn't it be a little more elegant to change the damage reduction factor than to have to change the sig radii of everything the phoenix is supposed to shoot at? If you have to change all of those numbers, it's clear that you're not really causin...
- by Alex Tutuola - at 2014.05.20 17:38:00
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3. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
Never not nerf Caldari. Even the buffs come with nerfs. o.O
- by Alex Tutuola - at 2014.05.12 17:22:00
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4. Sticky:[Kronos] Mordu's Legion - in Player Features and Ideas Discussion [original thread]
It looks like they need more targeting range. The ship bonuses seem to lend them to extreme missile range, but they don't have the targeting to capitalize on that.
- by Alex Tutuola - at 2014.05.12 17:05:00
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5. Sticky:[Kronos] Phoenix and Citadel Missiles - in Player Features and Ideas Discussion [original thread]
I, too, ran some numbers, and came up with mixed results. For the purposes of the exercise, I assumed maximum skills from the Phoenix pilot, and a Loki booster for the armor carrier. Armor carriers are hanging around just under 3km sig radius, wh...
- by Alex Tutuola - at 2014.05.07 18:06:00
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6. Radial Menu - action mapping - in EVE General Discussion [original thread]
I'm aware I'm a little late to the party, but I just wanted to say that I love the radial menu. If you know what you're doing with it, it becomes VERY convenient for flying frigate and cruiser size vessels. Much quicker than right click menu, and ...
- by Alex Tutuola - at 2014.02.06 19:00:00
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7. Preheat - in Player Features and Ideas Discussion [original thread]
Also related: Please allow us to activate overheating while cloaked. This is especially bothersome when flying falcons or escaping gate camps.
- by Alex Tutuola - at 2013.11.06 17:32:00
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8. Sticky:[Rubicon] Ghost Sites & Ascendancy Implant Set - in Test Server Feedback [original thread]
CCP Affinity wrote: The design intentions are not to have high level entry point content for experienced players. The sites will be timed, the first player to enter sets off the trigger and the site timer trigger will be random. Sometimes yo...
- by Alex Tutuola - at 2013.10.20 19:50:00
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9. Sticky:[Rubicon] Ghost Sites & Ascendancy Implant Set - in Test Server Feedback [original thread]
Kurtz wrote: Since these sites are to be located in all areas. Please consider changing the Ghost sites to require probing them out in order to warp to them. The rewards seem to have value. I think the difficultly level, logistically speaki...
- by Alex Tutuola - at 2013.10.20 18:47:00
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10. Sticky:The 'one-line bad idea' thread - in Player Features and Ideas Discussion [original thread]
Ships that force pilots to use split weapon types.
- by Alex Tutuola - at 2013.10.16 09:00:00
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11. One click buying and fitting - in Player Features and Ideas Discussion [original thread]
I've found that, if you save your fits, you can just keep that fitting display open and right click down to "view market details" on each item. It could be better streamlined, but this is faster than searching for each item in a fit. That said, ...
- by Alex Tutuola - at 2013.10.15 17:00:00
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12. Walking in Wrecks - in Player Features and Ideas Discussion [original thread]
Hesod Adee wrote: Omnathious Deninard wrote: While I would love to see that, what would happen to your ship if someone else came there? Or worse what would happen to you if your ship is destroyed while you are exploring the wreck? Hiring D...
- by Alex Tutuola - at 2013.10.01 17:30:00
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13. Onslaught Class Battlecruiser - in Player Features and Ideas Discussion [original thread]
I think the problem with making a tech 2 version of the attack battlecruiser is that the attack battlecruiser really should have been a tech 2 concept in the first place.
- by Alex Tutuola - at 2013.09.01 06:05:00
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14. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Well, that'd ok. HACs aren't ghastly. They're pretty much fit for purpose. Rise and Fozzie seem to pretty much know what they're doing. I'm generally happy with the changes, though I'd have liked the eagle to...
- by Alex Tutuola - at 2013.08.30 16:12:00
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15. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: Onictus wrote: None of which are the least bit applicable beyond a gate camp. The HACs are still **** and are going to remain so. I, my corp mates and the market in Jita respectfully disagree with you. Wha...
- by Alex Tutuola - at 2013.08.30 15:30:00
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16. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
So if bastion mode sets off a weapon timer, requiring you to turn off safety in high sec.... Who wants to bet the first day of this patch, CONCORD will respond to "sieged" marauders?
- by Alex Tutuola - at 2013.08.30 06:21:00
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17. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Next Tuesday, the real HAC test begins. They haven't posted a new set of changes, so I'm guessing 1.1 will drop with changes as currently proposed. That is, the eagle remains worthless in small gang applications, and the deimos remains amazing i...
- by Alex Tutuola - at 2013.08.27 17:21:00
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18. [Odyssey 1.1] Medium Rail, Beam and Artillery rebalance - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: In this case I agree - rapid light missile launchers are too OP. They need to be nerfed. Alternatively, consider that the "dual" or "quad" style turret weapons may be underpowered. Tiericide seems to be a thing...
- by Alex Tutuola - at 2013.08.25 11:07:00
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19. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
It's been two weeks since our last dev response. Well, guys, if you're done revising the HACs, can we fly them on TQ already? I'm ready to see them perform in ACTUAL internet spaceships, as opposed to the test server. :)
- by Alex Tutuola - at 2013.08.24 20:24:00
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20. NPC corp standing loss LE podding - in Player Features and Ideas Discussion [original thread]
I notice that the only people in favor of this are beneficiaries of the corrupt mechanic. +1 to the OP.
- by Alex Tutuola - at 2013.08.24 12:41:00
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