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1. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
I'd like to see a comparison between the gank boats of all the races before I go on too far about the current iteration. if blasters are the only weak link, Its easier to throw them a bone. I think hams and torps are fairly balanced with pulse at ...
- by AstroPhobic - at 2009.10.30 15:43:00
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2. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 30/10/2009 14:23:29 Originally by: Seriously Bored How broken are Small ACs now? How underpowered is the Vagabond, or Rupture or the Hurricane now? How on earth could small and medium ACs deserve a bigger boos...
- by AstroPhobic - at 2009.10.30 14:20:00
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3. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko If you want to make them good in larger gangs then you're asking for a overboost, simple as that. I really fail to see any of the changes making them "good" in larger gangs. All I have to say is, I trained a...
- by AstroPhobic - at 2009.10.30 03:15:00
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4. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 30/10/2009 01:37:41 Originally by: Cpt Branko Well, then sub-BS ships need zero boosts since they are solo ships of choice. Apart from having the best solo frig, best solo cruiser, BC which is at least tied wi...
- by AstroPhobic - at 2009.10.30 01:37:00
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5. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Pattern Clarc Originally by: AstroPhobic There we go again, comparing AC's to lasers... The problem is that your *fixing* a hell of a lot of **** that wasn't broken, in order to achieve an ideal. There is no p...
- by AstroPhobic - at 2009.10.29 21:15:00
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6. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
I've seen a lot of conjecture in this thread over falloff numbers and I say: what for? A vargur (falloff bonused pve ship) using excessive amounts of range mods (derp) with barrage can hit 102km of falloff. So what? A vanilla ole apoc can hit furt...
- by AstroPhobic - at 2009.10.29 19:10:00
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7. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
I don't have the stamina nor the will to argue with you, so I will just say "I disagree" and leave it at that.
- by AstroPhobic - at 2009.10.29 01:35:00
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8. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Kaileen Starsong Originally by: AstroPhobic The only way that tempest would really deviate from the phoon is shield RR, which currently is hindered by the massive CPU reqs of shield transporters. I'd rather see it ...
- by AstroPhobic - at 2009.10.28 18:09:00
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9. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Kaileen Starsong Edited by: Kaileen Starsong on 28/10/2009 17:44:08 Originally by: AstroPhobic Not seeing any issues, and certainly not close enough to say hurricane=tempest. We have the phoon and mael for tank+...
- by AstroPhobic - at 2009.10.28 17:54:00
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10. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Pattern Clarc Edited by: Pattern Clarc on 28/10/2009 14:31:21 Originally by: AstroPhobic Agreed. Give the tempest a little bit more speed/agility and astro is completely content! <3 Give it any more speed an...
- by AstroPhobic - at 2009.10.28 17:33:00
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11. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Tyler Lowe This is nearly everything many, myself included, have asked for. Thank you for staying with this thread, thank you for listening, and most importantly thank you for seeing this through. Now... about that Tempes...
- by AstroPhobic - at 2009.10.28 14:26:00
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12. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 28/10/2009 14:05:48 Nozh is win! <3 (wow, funny, those falloff amounts look like... 35% increases? )
- by AstroPhobic - at 2009.10.28 14:04:00
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13. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: TritMiner21 so, does the change affect AC's tracking at all? short answer: no long answer: yes, but if you switch to lower damage, higher tracking ammo, you'll lose all of your "tracking benefitted" damage simply from t...
- by AstroPhobic - at 2009.10.27 14:51:00
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14. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 14/10/2009 20:31:29 Originally by: Tyler Lowe I know, it a discussion about the weapons, but how do you seperate them from the ships? Thoughts on this? Tempest: +1 turret slot. -2 launcher slots, +1 lowsl...
- by AstroPhobic - at 2009.10.14 20:31:00
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15. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 08/10/2009 21:00:12 Originally by: Seriously Bored The ironic thing is they're just implementing requests we've been making for years. "Alpha needs to be increased by 50-100% to be useful again." "Huge dispa...
- by AstroPhobic - at 2009.10.08 20:59:00
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16. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Anhenka (My first post dont cruicify me plz..) Ahem, in any case, this is a mixed blessing. As far as PvE, this dosent help much, that is true. I personally enjoy grouping my guns, but it looks like this will force me to u...
- by AstroPhobic - at 2009.10.03 05:21:00
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17. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
I don't follow. The speed advantage is minimal to nonexistant over amarr ships. Speed nerfs have ensured this. It's not as if my maelstrom is gonna gain ground on your geddon, or plated cane is gonna run away from your plated harb. In some cases,...
- by AstroPhobic - at 2009.10.01 18:15:00
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18. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Naomi Knight I told you guys , matar whine squad won't stop until matar bses + projectiles will be super overpowered. Now they say alpha strike sux , and they want optimal+ dmg for arti and dmg+ huge huge falloff for ac-s. ...
- by AstroPhobic - at 2009.10.01 16:54:00
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19. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Edited by: AstroPhobic on 01/10/2009 15:13:59 Through this mess I'd like to make a few things clear: The only changes to ACs fighting with barrage have been clip sizes . Autos need more falloff, period. RF EMP loaded into a 800mm AC II is 3+...
- by AstroPhobic - at 2009.10.01 15:13:00
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20. Projectile Weapons - Balancing - in Player Features and Ideas Discussion [original thread]
Originally by: Cpt Branko Awesome ammo for shooting T2 junk. No, seriously, I'm fine with using Hail when I really need the explosive max max DPS. I'll take damage type versatility over 'easier to use Hail'. I'd be fine with a fusion s...
- by AstroPhobic - at 2009.10.01 01:12:00
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