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1. does tech I hybrid ammo need a boost? - in Ships and Modules [original thread]
I would go a step further in hybrid weapons. Rather than just rebalancing the ammo to follow projectile ammo, split the ammo into two classes: Iron, Lead, Thorium, and Tungsten Slugs and Antimatter, Iridium, Plutonium, and Uranium Charges. The s...
- by Callic Veratar - at 2013.06.12 18:10:00
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2. Caldari hybrid future progression? - in Ships and Modules [original thread]
There are some holes in the ship line up where a new hybrid brawler attack battleship could appear for the Caldari.
- by Callic Veratar - at 2013.03.07 21:26:00
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3. Battleships - Teiricide - in Ships and Modules [original thread]
They have stated that there is less disparity amongst the battleships than there was in, say, the frigates or cruisers. It's likely the Tier 1 ships will be brought up a bit and the rest tweaked a bit.
- by Callic Veratar - at 2013.03.01 19:38:00
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4. What does the Phantasm even do? - in Ships and Modules [original thread]
Could the Blood Raider ships be rebuilt to focus on Nos use rather than Neut use? Possibly a role bonus that makes the nos function like neuts (ie drain to 0 cap and 5x transfer amount). This could end up with an interesting fleet composition inv...
- by Callic Veratar - at 2013.02.18 20:47:00
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5. So how long do we have to wait for the next round of ship balancing? - in Ships and Modules [original thread]
Martin0 wrote: Give us a T1 gallente combat drone frigate!! No missiles on gallente ships please. If you look around, that was the last announced plan for the Navitas (and possibly the Burst as well).
- by Callic Veratar - at 2012.06.07 16:06:00
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6. More Tech 3? - in Ships and Modules [original thread]
CCP Ytterbium wrote: While they definitely look sexy; there are no extra tech 3 ships planned for now. Reasons for that are quite simple. First, you need a role for them that can fit in our balancing composition while not making existing vess...
- by Callic Veratar - at 2012.06.07 16:04:00
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7. Titan changes - update - in Ships and Modules [original thread]
Kralin Ignatov wrote: what will the new_attribute be on other guns / ships? Or will this be capital specific? Supposed to be titans only for now, but I would love to see something to the effect of: Titan = 2000 Capital = 1200 Battleship = 7...
- by Callic Veratar - at 2012.04.17 17:30:00
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8. Titan changes - update - in Ships and Modules [original thread]
I mentioned a while ago the idea of a fuelled module for Titans and Supercarriers that both enables EWAR immunity and disables jumping/warping, plus other potential benefits. That being said, EW immunity seems to be off the table for now. The c...
- by Callic Veratar - at 2012.04.03 16:35:00
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9. Titan changes - update - in Ships and Modules [original thread]
gfldex wrote: CCP Greyscale wrote: (My current favored implementation of a spool-up timer is just to tie spool length to jump distance, so if you want a fast hot-drop you have to base your caps nearby, which in turn makes it at least reasona...
- by Callic Veratar - at 2012.03.29 19:20:00
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10. Titan changes - update - in Ships and Modules [original thread]
I'm looking at the carriers and dreadnoughts and comparing them to the super carriers and titans. There seems to be one key module missing between the pairs of ships - Carriers have Triage Module - Dreadnoughts have Siege Module What about the i...
- by Callic Veratar - at 2012.03.28 18:49:00
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11. Navy issue rookie ships? (yes I'm serious) - in Ships and Modules [original thread]
I like the idea of being able to get a fairly cheap BPC from the LP stores (maybe 500LP and 500k for 1 run). Make each Navy rookie on par with the current top tier frigates. (ie Navi Issue Reaper = Rifter)
- by Callic Veratar - at 2012.03.19 17:39:00
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