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1. Weapon Accuracy Score- Why. - in Player Features and Ideas Discussion [original thread]
I dont understand it. Tracking is just some arbitrary number now. How does it scale? Does it cap? Linearly? 100? ****, man The only thing I can compare it to is other weapon scores. I used to be able to compare the old readout of rad/s to the rea...
- by Lt Shard - at 2016.07.06 01:48:34
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2. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Bumblefck wrote: [quote=Lt Shard] Apparently discussing issues posted in the Features and Ideas Discussions forum is now considered argumentation so far his only point is something that isnt part of the game ccp do not run killboards, if th...
- by Lt Shard - at 2016.02.28 23:00:20
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3. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Morrigan LeSante wrote: 1) Combat refitting was not against the spirit of the game but turned out to be too powerful. That's quite different 2) Modules are not one use items, the day we see people pulling crystals to swap in slaves for genera...
- by Lt Shard - at 2016.02.28 11:14:00
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4. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Barrett Fruitcake wrote: Lt Shard wrote: Everyone seems to assume this has something to do with kb stats. Any person with a brain would know KBs are irrelevant. Then the first pilot who locks the Pod destroys it and your whole problem i...
- by Lt Shard - at 2016.02.28 05:11:38
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5. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: Lt Shard wrote: Pointless ranting snipped for irrelevancy. I just want to see to see what a person had in his head and there is no legit reason not to add a timer to some effect. So far the only push back has been "m...
- by Lt Shard - at 2016.02.28 03:05:29
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6. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Morrigan LeSante wrote: Lt Shard wrote: its just numbers >Complains about numbers. Like I said in the other thread like...2 days ago....doing this loses the comedy of the people who pull implants but get away anyway. Why do you have ...
- by Lt Shard - at 2016.02.27 04:09:39
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7. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Barrett Fruitcake wrote: Giving a pilot the time to unplug all his implants is the risk you take if you want to allow everyone and his mom whore on that particular Pod. The solution is not to disallow this, but for you to not hold a Pod for-ev...
- by Lt Shard - at 2016.02.26 17:31:04
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8. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Morrigan LeSante wrote: I'm not sure we should be pandering to the "KB GREEEN!!!!" crowd. They're the first ones to **** off when things go south. And it's not like they ever drop, it's literally pure stat padding. Its the same concept of ...
- by Lt Shard - at 2016.02.26 09:57:20
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9. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Paranoid Loyd wrote: I admittedly don't do much fighting in Null so maybe I am just ignorant, but when are they removing the implants before they get podded? Are they doing it before their ship explodes or are they doing it after while you wait...
- by Lt Shard - at 2016.02.26 01:30:17
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10. Unplugging in space - Active combat timers should disable unplugging... - in Player Features and Ideas Discussion [original thread]
Basically if you gain a combat timer you shouldn't be able to pull implants. Its a pretty cheap way to deny a nice killmail to who killed you, and rightfully earned it. Would be a simple change and would make some people happy I'm sure.
- by Lt Shard - at 2016.02.26 01:06:46
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11. W-Space content creation - in Player Features and Ideas Discussion [original thread]
Jakamo Diamond wrote: You dont seem to be grasping the concept at hand... and are offering very little in the way of useful feedback. I suggest you go read my post. Just because an idea changes the way some play the game doesnt mean it changes...
- by Lt Shard - at 2015.11.18 06:52:14
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12. More W-Space content creation - in Player Features and Ideas Discussion [original thread]
what about citadels tim
- by Lt Shard - at 2015.11.18 03:47:56
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13. W-Space content creation - in Player Features and Ideas Discussion [original thread]
Taron Skjem wrote: Lt Shard wrote: Someones a little upset their capblob in lowclass wont be useful with the changes anymore I hear if you strip mods and self destruct the insurance payout is good! on the other hand you give highclass ...
- by Lt Shard - at 2015.11.18 03:34:40
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14. W-Space content creation - in Player Features and Ideas Discussion [original thread]
Someones a little upset their capblob in lowclass wont be useful with the changes anymore I hear if you strip mods and self destruct the insurance payout is good!
- by Lt Shard - at 2015.11.18 03:27:03
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15. Sticky:[Citadels] Capital Q&A - in Player Features and Ideas Discussion [original thread]
Quote: Q) 1-2k dps from a seiged dread dps is too low/Why would you use subcap siege dread over battleships? #1 #2 #3 #4 #5 #6 #7 #8 #9 #10 #11 A) Sieged dreads have several advantages. Superior range (50km from High Angle guns) Resistance t...
- by Lt Shard - at 2015.11.15 22:43:21
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16. Sticky:[New Structures] Condensed thread - in Player Features and Ideas Discussion [original thread]
Please consider removing assets recovery entirely or making a large portion not make it onto the recovery. That or add it back onto wormholes and stop handholding kspace and ******* us in the ass. thanks
- by Lt Shard - at 2015.10.29 21:05:25
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17. Capital & Super Rebalance Suggestions - in Player Features and Ideas Discussion [original thread]
what the ****
- by Lt Shard - at 2015.07.07 00:51:30
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18. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
James Zimmer wrote: This takes the worst out of it. Now it's just a nerf to combat probing, which isn't a terrible thing in my opinion. Thanks CCP for listening! Its already hard enough to catch someone in a sig, why make it harder
- by Lt Shard - at 2015.06.24 19:51:48
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19. Sticky:[AEGIS] Fleet Warp Changes - in Player Features and Ideas Discussion [original thread]
Soooo, any updates? Its on the feature page now. That has me a bit worried they're just going to ignore cc.
- by Lt Shard - at 2015.06.22 16:28:15
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20. Sticky:[Aegis] More balance! - Ishtars, DDAs and the Tempest - in Player Features and Ideas Discussion [original thread]
I think the issue with the ishtar is its bonuses, not fitting/slots/modules that sentry tracking/range is ridiggalus
- by Lt Shard - at 2015.06.22 16:16:22
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