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121. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Gabriel Karade wrote: ...Niche' PvP application Sounds like you are unhappy with bigger blaster boats having to occupy the same niche as ditto laser boats even though you are much better off (tracking, mids, drones). Everything applies in equ...
- by Veshta Yoshida - at 2013.09.11 08:43:00
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122. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Just so we are on the same page. Malcanis wrote: Well at this stage I think it's time for everyone to shut up about theory-crafting, and actually use the ships for a while. Let the killboards do the talking. "At this stage" = Now that changes...
- by Veshta Yoshida - at 2013.09.10 12:40:00
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123. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: The presence of rapiers and lokis on field would be a good argument for the utility of laser (or even missile) ships rather than baster ships. I think they are at least relevant to the discussion. Except that the...
- by Veshta Yoshida - at 2013.09.09 10:23:00
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124. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: EDIT: here's an example of a ~500dps artillery kiting vaga:.. Looks good, but cost efficiency is pretty much non-existent .. you are looking at a 300-400M undock cost for a fit that is not even that good, doesn't ...
- by Veshta Yoshida - at 2013.09.08 11:19:00
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125. CCP Soundwave leaving CCP ? - in EVE General Discussion [original thread]
Best of luck to him, reckon he will need it lest he find out that going full-tilt Dev mode with the first brainfart of the day is not a desirable trait in development except when working for 'home boys' who due to previous failures are forced to d...
- by Veshta Yoshida - at 2013.09.07 17:45:00
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126. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
ConranAntoni wrote: ...Simple question needs to be asked and a solid answer needs to be given; whats it for? Since all of those numbers and the conclusions hinges on the tank discrepancy twixt NH and Vulture, the question you should be asking...
- by Veshta Yoshida - at 2013.09.07 07:45:00
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127. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: The intent is for Info Links to be geared more toward large fleet fights and Skirmish to be geared more toward smaller gang stuff. In a large fleet fight Skirmish only helps you avoid damage if you're moving very careful...
- by Veshta Yoshida - at 2013.09.03 15:36:00
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128. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
They should make information warfare an universal type (bonuses on all hulls or just bigger base bonuses) and change them to more provide more generic sensor augmentations. Introduce a fifth type for Amarr/Caldari that complements eWar proper (thi...
- by Veshta Yoshida - at 2013.09.03 11:30:00
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129. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: ..Veshta if you can honestly spell out, with examples, why this was better than the new ships that solve all of these problems and sets us up well Fozzie's concept for on-grid links then by all means do so but I'm just n...
- by Veshta Yoshida - at 2013.09.01 14:38:00
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130. [Odyssey 1.1] Command Ships - in Player Features and Ideas Discussion [original thread]
Florian Kuehne wrote: Well its your opinion. I have another one. Cs dont need an complete stylechange. Just some smaller optimizations. For now at least that holds true, but what happens when they get through the gordian knot that prevents th...
- by Veshta Yoshida - at 2013.09.01 09:42:00
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131. Sticky:[Winter] Marauder rebalancing - in Player Features and Ideas Discussion [original thread]
Errrm, what's the point? Sure you spun a good yarn with the MJD an all that but if you are planning on engaging 100km away you already have Beams, Cruise, Artillery or Rails fitted and all of those will do 100km easy so the optimal/fall-off is re...
- by Veshta Yoshida - at 2013.08.29 22:52:00
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132. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Zeus Maximo wrote: ...My point is that its impossible to declare boosts as game changers. I used the AT as an example because the whole world watched it and the only thing that stood out was domi sentry's. PL had a 10mn frigate burn perpendicul...
- by Veshta Yoshida - at 2013.08.29 07:35:00
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133. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Zeus Maximo wrote: ...CCP can try and criminalize boosts all they want but as I have been saying since the beginning of time on this subject, the best players will win 99% of the time.... Wish that it was so. Assuming you count yourself among...
- by Veshta Yoshida - at 2013.08.28 15:44:00
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134. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Danny John-Peter wrote: So I tried the Vaga out on Sisi.... The way I'd fly it is to do the falloff dance forcing the enemy to burn charges (injector/AAR/ASB), as enemy nears end of charge capacity switch to EMP/PP and dive in (commence dive ...
- by Veshta Yoshida - at 2013.08.27 15:38:00
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135. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Strange Shadow wrote: How about change -50% MWD sig role bonus for +100% Afterburner speed bonus? Because it worked so well when it was tested with the AFs back in the day Lloyd Roses wrote: To ask the rest of the audience: Can anyon...
- by Veshta Yoshida - at 2013.08.27 11:26:00
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136. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Devon Weeks wrote: Really? Because in the first three paragraphs, I see Rise saying that they moved AWAY from specialization... *Sigh* Read it again and think about what is being said and know that interpersonal communication is not made in H...
- by Veshta Yoshida - at 2013.08.26 15:58:00
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137. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Devon Weeks wrote: Quote: I want the HACs to meet a common standard as Rise went out of his way to explain Could you expand on that? What is this standard? Can you define it concrete terms? It is difficult to have an exchange when we only...
- by Veshta Yoshida - at 2013.08.26 11:56:00
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138. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: Pretty sure you're still brawling if you're within long point range, or is that reserve for Scram range fights with zero traversal now?... Scram/Web range yes, zero transversal .. what? The shorter the range the more t...
- by Veshta Yoshida - at 2013.08.26 11:09:00
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139. [Odyssey 1.1] Heavy Assault Cruisers - round two - in Player Features and Ideas Discussion [original thread]
Cade Windstalker wrote: ... with this bonus that's up to 30km, which gives it less chance of being sling-shotted out of range by an opponent. Which is a very good thing for a kiting ship, but what purpose does that bonus serve for a brawle...
- by Veshta Yoshida - at 2013.08.26 07:54:00
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140. [Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses - in Player Features and Ideas Discussion [original thread]
Mournful Conciousness wrote: centralised computing power .. Still very relevant but arguably beside the point .. What are we talking about here, the ability to provide boosts dependant on locks or just being in locking range? I am fully aw...
- by Veshta Yoshida - at 2013.08.24 17:35:00
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