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81. Please don't remove Deep Space Probes! - in Player Features and Ideas Discussion [original thread]
Supported. DSPs have a number of PVP uses and the new system scanner is not an adequate replacement.
- by Tsubutai - at 2013.05.10 21:40:00
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82. [Odyssey Feedback Request] Team Super Friends - Probe Scanning and You - in Test Server Feedback [original thread]
The Ruined Guristas Temple Site (Relic) seems to be bugged - you can probe it down, but when you warp to the hit, you land in empty space with no dungeon or loot cans. At the moment, there are two of these seemingly-defective sites in L-TS8S in Pu...
- by Tsubutai - at 2013.05.10 10:35:00
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83. Sticky:Odyssey General Feedback Thread - in Test Server Feedback [original thread]
Invention jobs now seem to be consuming interfaces rather than simply requiring that they be present in the same hangar as the other materials and leaving them untouched. Is this an intentional change? If so, the descriptions of the interfaces nee...
- by Tsubutai - at 2013.05.09 12:06:00
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84. Sticky:Dev Blog: WantToTrade: Tags for Security Status - in EVE Information Portal [original thread]
DeMichael Crimson wrote: Quite honestly to be blunt, I'm sick and tired of all this bullsh*t. This game is supposed to provide a fun pleasurable exhilarating time when logged in, not some fear ridden apprehensive uncomfortable feeling. htt...
- by Tsubutai - at 2013.05.09 09:12:00
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85. Sticky:Dev Blog: WantToTrade: Tags for Security Status - in EVE Information Portal [original thread]
CCP Masterplan wrote: 2) A small number of NPCs that were giving very high rewards are being lowered. Hjoramold. :( :( :(
- by Tsubutai - at 2013.05.02 19:12:00
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86. Sticky:Dev Blog: WantToTrade: Tags for Security Status - in EVE Information Portal [original thread]
It would be useful to have some more information regarding the design goals for this feature. Specifically, how much do you think it should cost to achieve certain sec status increases, e.g. -10.0 to -2.0, -5.0 to -2.0, and -2.0 to 0.0, assuming t...
- by Tsubutai - at 2013.05.02 14:51:00
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87. Possible upgrade from dominix to rattlesnake ? - in Ships and Modules [original thread]
CCP Ytterbium wrote: Ah yes, this makes me remember to tell you guys something that should make you happy - we're going to increase calibration on all Navy Ships from 350 to 400. While it makes sense for Tech2 hulls to have less rig sots due to...
- by Tsubutai - at 2013.05.02 12:06:00
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88. Tags4Sec - No Consequences for being a criminal? - in Player Features and Ideas Discussion [original thread]
ShahFluffers wrote: CCP is aiming for the cost to be 25 bil to go fom -10 to 0... they will adjust drop rates accordingly. Was that stated during the main presentation or is there some other source for the 25b figure?
- by Tsubutai - at 2013.04.26 07:54:00
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89. [Odyssey] Tech 1 Battleships - Gallente - in Player Features and Ideas Discussion [original thread]
Not certain about the merits of taking a mid from the hype - it really needs the dual injectors to run a decent active tank, and with four mids that means it can't fit full tackle any more. Might be better to remove one of its highs instead, give ...
- by Tsubutai - at 2013.04.08 15:06:00
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90. Sticky:[Odyssey] Tech 1 Battleships - Minmatar - in Player Features and Ideas Discussion [original thread]
I like the look of that phoon.
- by Tsubutai - at 2013.04.08 14:57:00
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91. [VIDEO] old fraps - in My EVE [original thread]
Enjoyed this. RIP dual neut armor cane. :(
- by Tsubutai - at 2013.04.08 13:29:00
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92. Sticky:[Odyssey] Attack Battlecruiser balance pass - in Player Features and Ideas Discussion [original thread]
Bobbechk wrote: *CCP nerfs the agility and sig radius of tier3 bc hard* I plugged the Talos changes into evehq. Using the vanilla shield setup, its top unheated mwd speed goes from 1.6 km/s to 1.53 km/s and its prop-active align time goes fro...
- by Tsubutai - at 2013.03.28 13:36:00
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93. Sticky:[Odyssey] Attack Battlecruiser balance pass - in Player Features and Ideas Discussion [original thread]
It's hard to evaluate the precise impact of mass increases without having a modified fitting tool to hand, but at first glance these seem to be an extremely minor set of changes that won't have any noticeable effect on the current state of the met...
- by Tsubutai - at 2013.03.28 13:10:00
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94. Sticky:[Odyssey] Faction Navy Cruisers - in Player Features and Ideas Discussion [original thread]
BTW, Fozzie, did you mean for the Navy Osprey to only have four launchers? That would give it less dps than the T1 caracal, even when using kinetic missiles...
- by Tsubutai - at 2013.03.27 18:51:00
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95. Sticky:[Odyssey] Faction Navy Cruisers - in Player Features and Ideas Discussion [original thread]
The minmatar hulls look a little underwhelming, although it'll be hard to say for certain until modified fitting tools are released. The Caldari and Gallente hulls both look great, though, as does the NOmen; I'm less sure about the Augoror.
- by Tsubutai - at 2013.03.27 18:30:00
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96. Sticky:[Odyssey] T1 Cruiser Polish Pass - in Player Features and Ideas Discussion [original thread]
The stabber change is much needed. However, while the omen change is nice (no one's gonna say no to more speed/maneuverability), its real issues stem from its fitting, capacitor, and slot layout. Giving it a fourth mid so it can fit point/web/inje...
- by Tsubutai - at 2013.03.27 17:43:00
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97. Sticky:[Odyssey] Module Rebalancing Part One: RSBs and TEs - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: The fundamental ability to engage large groups with small ones won't change at all. It may take slightly more time to wear down ships that you isolate, depending on relative ranges, and there may be slightly more flexibility for...
- by Tsubutai - at 2013.03.27 14:56:00
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98. Sticky:[Odyssey] Module Rebalancing Part One: RSBs and TEs - in Player Features and Ideas Discussion [original thread]
Iris Bravemount wrote: TCs give the same percentage bonus to Optimal and Falloff, which seems ok, because the ratio between optimal and falloff isn't changed. Weapons with good optimal gain a lot of optimal and weapons with good falloff gain a ...
- by Tsubutai - at 2013.03.27 00:22:00
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99. Sticky:[Odyssey] Module Rebalancing Part One: RSBs and TEs - in Player Features and Ideas Discussion [original thread]
Fon Revedhort wrote: Btw, Fozzie, any plans to reconsider current range-affecting rigs? For me it has always been a mistery why both optimal and falloff rigs provide 15(20)% bonuses when the ratio for mods is entirely different. What would yo...
- by Tsubutai - at 2013.03.26 23:36:00
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100. Peemptive question on Typhoon future - in Player Features and Ideas Discussion [original thread]
A five mid phoon (drop one utility high for the extra mid pls) with good mobility, a bit more fitting room, and bonuses to target painter strength and missile ROF would be pretty cool.
- by Tsubutai - at 2013.03.21 13:53:00
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