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1. Introducing myself and asking for help with balance! - in Features and Ideas Discussion [original thread]
CCP Rise wrote: Hi there features and ideas! At the moment I'm spending a lot of time thinking about ATTACK Battlecruisers and Tech 1 Battleships specifically. I want to open this thread in the hopes that you guys will contribute thoughts on th...
- by Shin Dari - at 2013.04.01 13:23:00
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2. ORE Expansion - in Features and Ideas Discussion [original thread]
Omnathious Deninard wrote: Xindi Kraid wrote: Well mining ships now have ore bays in excess of their normal cargo capacity, so they could do the same to a specialized ore hauler. (and no Orca does not count as it is a Command ship; says so ...
- by Shin Dari - at 2013.03.30 23:40:00
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3. ORE Expansion - in Features and Ideas Discussion [original thread]
Hakan MacTrew wrote: Shin Dari wrote: Well I didn't know that, what about if ORE had a fall out with Mordu, and had to rely on their own pilots? They would be screwed. Much like your average Indy pilot being expected to suit up for war. ...
- by Shin Dari - at 2013.03.30 23:39:00
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4. ORE Expansion - in Features and Ideas Discussion [original thread]
Hakan MacTrew wrote: And yes, Mordu's is contracted to protect ORE atm. Well I didn't know that, what about if ORE had a fall out with Mordu, and had to rely on their own pilots? Drake Doe wrote: Ore is a gallente company, technically t...
- by Shin Dari - at 2013.03.30 10:56:00
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5. ORE Expansion - in Features and Ideas Discussion [original thread]
Think that it would be nice if ORE could be played as an independent faction, thus not relying on ships from other factions. This means that we would get a lot of new ships. My idea will have it happen in 3 main phases. Phase 1: T2 Combat va...
- by Shin Dari - at 2013.03.29 23:28:00
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6. Role of Attack Battleships & Caldari - in Features and Ideas Discussion [original thread]
The Attack role is generally set for speed and firepower. Large amounts of conventional speed is not really an option for Attack Battleships without harming the role of attack battlecruisers, thus I think that Attack Battleships be designed to b...
- by Shin Dari - at 2013.03.29 23:10:00
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7. Clone prices - in Features and Ideas Discussion [original thread]
Currently the clone costs make little sense to me. The brain should be able to hold that knowledge anyway. But I acknowledge that they add a sense of risk. Therefore I propose making the Clone cost depend on the number of implants the clone ca...
- by Shin Dari - at 2013.03.29 22:59:00
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8. Sticky:[Retribution Point Release] Combat Battlecruisers - in Features and Ideas Discussion [original thread]
CCP Fozzie wrote: Why is the Ferox keeping the optimal range bonus? A damage bonus would be stronger for blasters and nobody snipes with a Ferox! There's a couple of things going on here. I completely think that PVP Ferox fits will contin...
- by Shin Dari - at 2013.01.24 18:19:00
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9. Sticky:[Winter] Ewar Tweaks for Retribution - in Features and Ideas Discussion [original thread]
Dear CCP Fozzie, One of the biggest problems that I have with EWAR is that they use Mid slots. I think that they should use High slots, because if they used high slots: - It will discourage non-ewar ships from using ewar. - Ewar ships from shie...
- by Shin Dari - at 2012.11.05 17:58:00
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10. Ideas for new modules - in Features and Ideas Discussion [original thread]
Seishi Maru wrote: New mining laser and new strip miners that are banned in high sec (reason could be due to environmental effects) but have a much higher efficiency (like 50% faster). That could work as an incentive for mining outside high s...
- by Shin Dari - at 2012.05.31 21:35:00
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11. Ideas for new modules - in Features and Ideas Discussion [original thread]
Area of Effect Cloaking Device. All ships within the field get cloaked when the module is active. This module should be restricted to T2 Battleships.
- by Shin Dari - at 2012.05.25 22:12:00
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12. Ideas for new modules - in Features and Ideas Discussion [original thread]
I would like to advocate giving all capital ships to ability to mount 'Facility Modules' in the high slots. They should be fast but wasteful compared to Station facilities. No heavy water consumption please. Manufacturing Core I - Gives a cert...
- by Shin Dari - at 2012.05.20 21:35:00
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13. Ideas for new modules - in Features and Ideas Discussion [original thread]
T3 Weapons The core idea behind T3 weaponry is to not be as powerful as T2 weapons, but with the ability to switch between two modes and that full heat damage doesn't destroy them but only shuts them down while they cool-down. Can only be use...
- by Shin Dari - at 2012.05.20 21:20:00
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14. Sticky:Combat frigate changes for Inferno - in Features and Ideas Discussion [original thread]
I have been thinking about the ship lines and trying to define some working model. This is what I have currently for the pure combat vessels, I will need some feedback for further development. Line: Bombardment (T1) Motto: Steady as she goes D...
- by Shin Dari - at 2012.05.17 13:14:00
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15. Sticky:Combat frigate changes for Inferno - in Features and Ideas Discussion [original thread]
I think that drone ships should also fall under the bombardment role, as they and missile users have delayed damage. Amarr & Gallante bombardment -> Drones Caldari & Minmitar bombardment -> Missiles
- by Shin Dari - at 2012.04.27 21:16:00
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16. Sticky:Armor / shield rig changes for Inferno - in Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: By the way, what you want to say is that buffer shield is OP in skirmish, and that the HUGE drawback of armor buffer don't matter in static fight. Shield isn't OP for skirmish, as a proper shield fit really cuts into the...
- by Shin Dari - at 2012.04.25 20:44:00
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17. Sticky:Armor / shield rig changes for Inferno - in Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: As I explained, shield rigs have *no* drawback, because sig is unsignificant. This, combined to the absence of difference between active tank and passive tank rigs make shield better than armor for skirmish, and buffer bet...
- by Shin Dari - at 2012.04.25 16:16:00
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18. Sticky:Armor / shield rig changes for Inferno - in Features and Ideas Discussion [original thread]
equincu ocha wrote: I'm just tired of 'when in doubt... shield tank it, it's not like there are any drawbacks' , it would have been nice to have a different option. Have you ever shield tanked? Shield tanks have less EHP than armor tanks and ...
- by Shin Dari - at 2012.04.24 18:41:00
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19. Sticky:Armor / shield rig changes for Inferno - in Features and Ideas Discussion [original thread]
Fon Revedhort wrote: That's extremely dissapointing. Still, you do realize the disparity between armour and shield rigs penalties, right? You still need to address that. By the way - most of the playerbase do use passive tank rigs. Did you r...
- by Shin Dari - at 2012.04.24 18:33:00
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20. Sticky:Combat frigate changes for Inferno - in Features and Ideas Discussion [original thread]
CCP Ytterbium wrote: Great comments in here, let's address some of them [list MERLIN: we can see how the loss of the shield resistance bonus poses a problem to this hull; we first wanted to get feedback on a possible medium-long range ...
- by Shin Dari - at 2012.04.24 18:23:00
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