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41. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
I think that at least one of the two Minmatar CS and one of the two Gallente hulls should get their local tank bonuses (iconic though they are) swapped for resists - it's important for gangs to be able to field skirmish links, and in larger fights...
- by Tsubutai - at 2013.08.01 13:40:00
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42. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Bouh Revetoile wrote: I can't understand those Vagabond pilots despising on speed... If you don't care about speed, why don't use another ship than the Vagabond ? You know, the Muninn can fit artilleries fine. No one's "despising on speed" o...
- by Tsubutai - at 2013.08.01 12:31:00
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43. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Hannott Thanos wrote: Tsubutai wrote: Just to further illustrate the vaga's PG issues, this doesn't fit: *FITTING* Mid-tier guns, class-appropriate tank, no oversized modules, and you're still over on grid without a PG implant. By "class...
- by Tsubutai - at 2013.08.01 12:00:00
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44. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Just to further illustrate the vaga's PG issues, this doesn't fit: [NEW Vagabond, LSE LASB PG hardwiring] Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Tracking Enhancer II Damage Control II Experimental 10MN Microwarpdrive I Large Sh...
- by Tsubutai - at 2013.08.01 11:50:00
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45. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
sten mattson wrote: you're not supposed to be able to LR medium weapons without any fitting mods, let alone the biggest LR guns! look at the lazor line for jamyl's sake! most of the time you cant even fit the top tier SR guns without at least...
- by Tsubutai - at 2013.08.01 11:07:00
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46. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Akturous wrote: Hannott Thanos wrote: Akturous wrote: It's been said adnorsium, but change the utility high on the Sac to a low slot, it has less damn lows than a diemos. It's "ad nauseum" fyi, and the slot layout on the Sac is fine. ...
- by Tsubutai - at 2013.07.31 12:32:00
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47. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Tuxedo Catfish wrote: Bouh Revetoile wrote: Tuxedo Catfish wrote: Nobody's complaining about the Deimos losing a utility high by itself. The ship needed an extra mid and the slot had to come from somewhere -- unless CCP is willing to budg...
- by Tsubutai - at 2013.07.30 00:17:00
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48. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
To be honest, the vagabond looks like a very lackluster kiter in the face of the new cerberus and rail deimos, which both have vastly superior projection without giving up much in the way of mobility when fit appropriately. It really needs a subst...
- by Tsubutai - at 2013.07.29 14:17:00
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49. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Why does the sacrilege only get a 5%/level missile velocity bonus when all other range-bonused missile hulls get 10%?
- by Tsubutai - at 2013.07.29 13:10:00
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50. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
darius mclever wrote: Tsubutai wrote: I'd rather see the Cerb lose its silly drone bay and have the kinetic damage bonus swapped to an all-flavor damage bonus in exchange, but I think it'll be in a pretty good place overall as long as the do...
- by Tsubutai - at 2013.07.18 15:38:00
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51. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
I'd rather see the Cerb lose its silly drone bay and have the kinetic damage bonus swapped to an all-flavor damage bonus in exchange, but I think it'll be in a pretty good place overall as long as the double range bonus is applied to light missile...
- by Tsubutai - at 2013.07.18 15:31:00
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52. Sticky:[Odyssey 1.1] Heavy Assault Cruisers - in Player Features and Ideas Discussion [original thread]
As written, the cerberus' flight time bonus only applies to heavy and heavy assault missiles but not lights fired from rapid light launchers - is this intentional?
- by Tsubutai - at 2013.07.18 12:14:00
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53. Wildcards for market searches - in Player Features and Ideas Discussion [original thread]
Simple suggestion: it should be possible to use wildcards in the search bar of the market window, so that if I want to buy every flavor of Caldari Navy light missile (for example), I can just enter "navy * light" or something similar and get a lis...
- by Tsubutai - at 2013.07.05 12:41:00
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54. Increase cruise missile hitpoints - in Player Features and Ideas Discussion [original thread]
Re: cruise changes - good idea, plus one, etc. Harvey James wrote: Malcanis wrote: Torps could definitely use a couple hundred m/s increase in the base velocity IMO, but that's for another thread. that doesn't really fix the problem does...
- by Tsubutai - at 2013.07.05 12:34:00
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55. search tracklist - in My EVE [original thread]
It's provided right at the end of part 2: http://i.imgur.com/QcDOCNG.png
- by Tsubutai - at 2013.06.21 20:33:00
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56. What do we want from the Tech 3 rebalance? - in Player Features and Ideas Discussion [original thread]
Scatim Helicon wrote: Iyacia Cyric'ai wrote: Buff T2s, they're ridiculously weak at the moment. T3s are where they should be. Flatly buffing T2s from their current level would completely undermine the T1 rebalances that took place over th...
- by Tsubutai - at 2013.06.13 09:13:00
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57. What do we want from the Tech 3 rebalance? - in Player Features and Ideas Discussion [original thread]
Before T3s are reworked significantly, I'd like to see how HACs (and to a lesser extent, Command Ships) get rebalanced. Ideally, they'd find a way to let them coexist with current strategic cruisers in the same way as recons do at present, where t...
- by Tsubutai - at 2013.06.12 23:09:00
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58. Hacking mini game - in Missions & Complexes [original thread]
Restoration nodes by themselves are no problem as long as you have T2 analyzers and a bonused ship - even in the toughest sites, they only have 80 coherence/10 strength. If you just kill them as soon as you uncover them, you'll only take 10 points...
- by Tsubutai - at 2013.06.07 10:42:00
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59. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Final trip report before this goes live. Ran a Ruined Sansha Temple Site (relic) in my tengu with 120/40 coherence/strength. The minigame puzzles seemed a little tougher than they were in the previous version, although that may just have been down...
- by Tsubutai - at 2013.06.04 10:41:00
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60. Sticky:Feedback for Hacking/Archaeology feature from 27/5/13 onward - in Test Server Feedback [original thread]
Johan Toralen wrote: Tsubutai wrote: edit 2: in crude ISK/hour terms, that monument site was worth between 600m isk/hr on the low end and 1.4b isk/hr on the high end. That's a strange way to look at isk/h. When i station trade and make a ...
- by Tsubutai - at 2013.06.04 05:47:00
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