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161. Solo PVP CALDARI 2015 - in Ships and Modules [original thread]
Tyson Tivianee wrote: Hello, I have just started to play eve about 2 months ago, started off going mining, changed to scanning afterwards, the decided to go stealth bombers and destroy other scanning ships after dying few times to a bomber, the...
- by Fourteen Maken - at 2015.10.07 16:07:53
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162. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Reaver Glitterstim wrote: I like the idea of keeping these as separate modules which are strong, but I feel that the current numbers aren't very strong for the missile disruptors. Turret disruptors are much stronger and more of your targets wil...
- by Fourteen Maken - at 2015.10.06 21:10:53
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163. Drones (slightly) OP? - in EVE General Discussion [original thread]
Kuronaga wrote: Beldrulf Arbosa wrote: You can shoot a blaster ship, but you can also use ewar against it. I guess my main complaint is that with drones in their current state, DPS is the only way to take care of them, and Eve has proven to ...
- by Fourteen Maken - at 2015.10.06 16:31:52
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164. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Ellendras Silver wrote: Frostys Virpio wrote: Light missile with no velocity bonus against a all V scripted bonused ship will get a max velocity of 3887.438 m/s. 2 module on that same ship and it drop to 2843.917 m/s. cool, whats your po...
- by Fourteen Maken - at 2015.10.05 20:37:40
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165. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Mr Grape Drink wrote: Fourteen Maken wrote: afkalt wrote: It's not hard counter on unbonused hulls; my fear is that the missile one is. Compare the effects of one unbonused disruptor on a maller and a belli (both hulls with only damage b...
- by Fourteen Maken - at 2015.10.05 19:10:08
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166. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Alexis Nightwish wrote: Soooooooooooo, when can we expect to see drone disruption modules? Why don't they just make tracking disruptors affect all drones, turrets, and missile launchers connected to any ship they are targeted on, but make th...
- by Fourteen Maken - at 2015.10.05 17:14:20
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167. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
afkalt wrote: It's not hard counter on unbonused hulls; my fear is that the missile one is. Compare the effects of one unbonused disruptor on a maller and a belli (both hulls with only damage bonuses to keep it simple). For example, beams in ...
- by Fourteen Maken - at 2015.10.05 17:03:26
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168. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Hey folks thanks for the feedback so far. To answer a few of the common questions: Q: Why make separate modules instead of using a script on existing TDs? A: We believe that the script method would make TDs too powerful. Usin...
- by Fourteen Maken - at 2015.10.05 13:33:44
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169. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
When I use Rockets I find a lot of my volleys go missing even when the target is in range, I think when missiles are launched they fly out of the launchers in random directions, then correct course and chase down the target. This is a big issue on...
- by Fourteen Maken - at 2015.10.05 13:01:40
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170. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
W0lf Crendraven wrote: Fourteen Maken wrote: W0lf Crendraven wrote: Fourteen Maken wrote: CCP Fozzie wrote: At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegi...
- by Fourteen Maken - at 2015.10.04 19:11:37
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171. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
W0lf Crendraven wrote: Fourteen Maken wrote: CCP Fozzie wrote: At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvem...
- by Fourteen Maken - at 2015.10.04 17:32:15
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172. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
Deacon Abox wrote: Fourteen Maken wrote: CCP Fozzie wrote: At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvements...
- by Fourteen Maken - at 2015.10.04 14:50:02
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173. Sticky:[December] Missile Disruptors and Tweaks to Missile Guidance Mod... - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvements, but we are currently planning on buffing the...
- by Fourteen Maken - at 2015.10.04 13:49:36
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174. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Deacon Abox wrote: Trinkets friend wrote: First impressions: Ferox: ridiculously ridonkadonk brawler, great dualprop MWD-MJD rail fleet boat, perfetto. *italian kissing motions* Cylone: Thanks for the projection bonus, but still sucks. Drak...
- by Fourteen Maken - at 2015.10.01 21:33:28
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175. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Uriam Khanid wrote: Stitch Kaneland wrote: Changes are live my friends. Go forth and rain destruction on the cruiser meta. Bonus points if you kill some orthrus'. Should be fun. simply do not understand your enthusiasm. your proposal was...
- by Fourteen Maken - at 2015.09.30 16:45:26
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176. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Harvey James wrote: Devil Seven wrote: Can you look at giving the ferox a 5th low slot it will give it more fitting options and make it more useful in the proposed update otherwise the rest of them look good just not sure how I like the fero...
- by Fourteen Maken - at 2015.09.27 18:42:50
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177. Vanguard Skill Point Changes - in EVE General Discussion [original thread]
Salvos Rhoska wrote: All these benefits, for everyone, at NO COST and at NO HARM. We don't know what the cost is, it might not be as simple as pushing a few buttons and everyone gets free sp, I assume this is pretty old code they have to...
- by Fourteen Maken - at 2015.09.27 14:54:47
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178. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Bayou wrote: Trinkets friend wrote: Spugg Galdon wrote: [ which was my original proposal. That + an extra launcher. However, dropping a high and buffing the RoF bonus means the "Surprise Armour" fit is still viable. (and actually bette...
- by Fourteen Maken - at 2015.09.27 14:19:52
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179. Vanguard Skill Point Changes - in EVE General Discussion [original thread]
Salvos Rhoska wrote: Fourteen Maken wrote: I don't understand why any player would begrudge giving 350k skillpoints to new playersn. I agree. And nobody does. Rather it is being suggested and put forth, that there are even greater benefi...
- by Fourteen Maken - at 2015.09.27 13:04:50
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180. Vanguard Skill Point Changes - in EVE General Discussion [original thread]
I don't understand why any player would begrudge giving 350k skillpoints to new players, especially when most of us started with more than that. New players are blocked from about 90% of the content in eve because they don't have the skill points ...
- by Fourteen Maken - at 2015.09.27 12:50:21
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