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981. New Ewar resistances question - in Player Features and Ideas Discussion [original thread]
Hopefully capital ships will not be able to fit an ECCM module, or will have a capital version. Perhaps we could also have a capital jammer that can be fit to battleships and is ideal for jamming capital ships, or could jam ECCM'd subcaps albeit a...
- by Reaver Glitterstim - at 2015.11.12 20:42:26
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982. New capital ship for the extraction of ore / ice. - in Player Features and Ideas Discussion [original thread]
Jurchik82 wrote: the purpose of the ship to produce no more than Hulk, Always a breath of fresh air to see these. I'd like to see a mining capital ship. More big toys is always fun. It should do more than just mine, though. Maybe they shou...
- by Reaver Glitterstim - at 2015.11.12 19:58:13
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983. Sticky:[December] Module Tiericide - Neutralizers and Nosferatu - in Player Features and Ideas Discussion [original thread]
I wish to clear up a misconception on the range of these modules. The small "nerf" to optimal range is not really much of a nerf. For instance, the Tech 2 heavy version will have its optimal reduced by 5200m but will gain 10,000m falloff. So when ...
- by Reaver Glitterstim - at 2015.11.12 19:43:21
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984. Sticky:[December] Module Tiericide - Neutralizers and Nosferatu - in Player Features and Ideas Discussion [original thread]
Cristl wrote: A quick question: why don't mods such as tracking disruptors use this? Why are they chance to hit based? Simpler server calcs? Older server calcs. If CCP built them today, they would use the modern system they are using for neut...
- by Reaver Glitterstim - at 2015.11.06 18:24:38
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985. *** New ship idea *** Mineral Venture - in Player Features and Ideas Discussion [original thread]
Iain Cariaba wrote: The t1 exploration frigates say hi. When properly fit, they can haul well over 1k m3 in their hold. That's nothing. A fast T1 industrial can haul close to 20,000m3 when fully fit for cargo, even a Blockade Runner can carr...
- by Reaver Glitterstim - at 2015.11.06 07:53:17
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986. Countering Bumping ganks in highsec - in Player Features and Ideas Discussion [original thread]
If your freighter is being bumped for hours, that'll give you time to bring friends to help.
- by Reaver Glitterstim - at 2015.11.06 04:41:11
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987. Sticky:[December] Module Tiericide - Neutralizers and Nosferatu - in Player Features and Ideas Discussion [original thread]
Querns wrote: Very interesting. This gives supercaps the ability to neut hictors pointing them no matter what. Before, you needed a meta 15+ officer neut to be able to reliably neut out a hictor (for the range.) Now, you can at least add some c...
- by Reaver Glitterstim - at 2015.11.06 02:58:54
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988. The Quarry - Mercoxit Mining Frigate - in Player Features and Ideas Discussion [original thread]
I don't feel this is different enough to warrant making a third ORE Expedition Frigate. You can fit Deep Core Mining Lasers to a Venture or Prospect. Yes, the Prospect does not have bubble immunity, but it does have covert-ops capability which off...
- by Reaver Glitterstim - at 2015.11.06 02:46:45
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989. *** New ship idea *** Mineral Venture - in Player Features and Ideas Discussion [original thread]
What we need is a proper small industrial, a frigate-sized ship that's actually built for hauling. We don't need more haulers with specialized bays. Ellendras Silver wrote: no they don't that is a job for haulers, orca and rorqual An Oxfor...
- by Reaver Glitterstim - at 2015.11.06 02:43:33
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990. Navy Cruisers - Navy Bellicose - in Player Features and Ideas Discussion [original thread]
Nyalnara wrote: While we're discussing web range, why not go straight for a +50% range just like the Vigil Fleet Issue? Would be more consistent when compared at other ship lines, like Blood Raider which possess the 100% range from frigate to B...
- by Reaver Glitterstim - at 2015.11.05 10:51:21
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991. New Ewar resistances question - in Player Features and Ideas Discussion [original thread]
He makes an excellent point. A blanket EWAR resistance will likely affect ECM more than tracking disruption and sensor dampening, because capital ships have a high sensor strength. It may be reasonable to lower their sensor strength a bit when rol...
- by Reaver Glitterstim - at 2015.11.05 10:26:22
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992. Navy Cruisers - Navy Bellicose - in Player Features and Ideas Discussion [original thread]
Nyalnara wrote: While i'm looking at numbers: without hull range bonus, fed navy range with links and overheat is 22.4km, true sansha is 24km. Would be 28km with fed navy, or 30km with true sansha, when including hull bonus. That may be a bit o...
- by Reaver Glitterstim - at 2015.11.05 10:11:10
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993. Navy Cruisers - Navy Bellicose - in Player Features and Ideas Discussion [original thread]
Nyalnara wrote: Instead of a explosion radius, i'd put an explosion speed bonus on that thing. Because, whatever will try to come at it, will be speed-kiting out of over-heated linked pimped web range. You already have TPs to deal with the sig ...
- by Reaver Glitterstim - at 2015.11.05 09:46:33
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994. Navy Cruisers - Navy Bellicose - in Player Features and Ideas Discussion [original thread]
I can't wait for the new Navy EWAR frigates. I'm so impatient, in fact, that I have already come up with some ideas for Navy EWAR cruisers! Here's the one I really, REALLY want! Bellicose Fleet Issue Minmatar Cruiser bonuses (per skill lev...
- by Reaver Glitterstim - at 2015.11.05 06:10:40
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995. pls move HUD + EWAR message - in Player Features and Ideas Discussion [original thread]
Looks like a bug. I, too, have found it difficult to read the floating text and would like to see a development effort put toward making it more legible. Sometimes it disappears too fast--which isn't necessarily a bad thing because it helps prev...
- by Reaver Glitterstim - at 2015.11.04 16:10:30
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996. Rookie Ship Blueprints? - in Player Features and Ideas Discussion [original thread]
I wanted to see a full new rebalance of civilian and basic modules, plus the addition of a civilian market in which you can get rookie ships and civilian modules for free, or pay small amounts of ISK for basic modules. It creates an ISK sink while...
- by Reaver Glitterstim - at 2015.11.04 08:06:58
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997. d scan cycler module/rigs - in Player Features and Ideas Discussion [original thread]
I don't understand the negative feedback here. You guys are suggesting this would somehow assist pilots who normally are too unaware to even bother to use d-scan, but those pilots wouldn't fit this module. No, the pilots who would fit it are those...
- by Reaver Glitterstim - at 2015.11.03 17:51:14
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998. I want to be a girl. - in Player Features and Ideas Discussion [original thread]
Lugh Crow-Slave wrote: Isn't there better things the devs can spend their time on? I'm getting really tired of hearing this argument. This forum is for us to discuss how much we like various ideas, or how to improve them. Saying something li...
- by Reaver Glitterstim - at 2015.11.03 07:21:38
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999. I want to be a girl. - in Player Features and Ideas Discussion [original thread]
Tanthos wrote: I'd like to change my gender, but apparently Character Resculpt does not allow this. It should. This is false. The character resculptor will allow you to be any gender you like. Just apply a little creativity. You may not be a...
- by Reaver Glitterstim - at 2015.11.03 02:23:07
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1000. [QOL] Copy/Pastable Skillque - in Player Features and Ideas Discussion [original thread]
I don't see a problem with allowing people to run their skills on someone else's plan. All it's going to do is increase how easy it is for them to fly a ship, while also increasing how easy it is for us to take that ship away from them. It might ...
- by Reaver Glitterstim - at 2015.11.02 17:58:51
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