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1. Create new ships instead of ruining Guristas. - in Player Features and Ideas Discussion [original thread]
It's sad that even an obvious try-hard troll can be successful these days. You people should be ashamed of yourselves for being baited so easily.
- by Vladimir Norkoff - at 2014.04.12 23:02:00
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2. Sticky:[Summer 2014] Mining Barges and Exhumers - in Player Features and Ideas Discussion [original thread]
CCP Fozzie wrote: ...partly to avoid making the Procurer and Skiff too powerful in combat. The lock time of all barges and exhumers is still obscenely good. Yeah. Woulda been nice if you could of increased the scan res on Haulers so that they ...
- by Vladimir Norkoff - at 2014.04.11 21:07:00
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3. Sticky:[Summer 2014] Nosferatu RoF Buff - in Player Features and Ideas Discussion [original thread]
Eh... It's a beneficial change I guess. But the fix you REALLY need to make is to correct the fitting issues. Until the PG/CPU costs are reduced down to Neut level or lower, the module is still only going to see use on specific tackle ships. And...
- by Vladimir Norkoff - at 2014.04.02 09:00:00
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4. Wardec costs revision - in Player Features and Ideas Discussion [original thread]
The system is built to drive players into large groups. That's the whole point (at least in my tinfoil conspiracy laden mind - your reality may differ) . Large groups lead to large fights. Which leads to better advertising for CCP. Plus there is ...
- by Vladimir Norkoff - at 2014.03.14 19:21:00
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5. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
MeBiatch wrote: It would take programers and QA people away from other items that currently higher on the list. Indeed! We certainly would NOT want to prevent them from focusing on more fantastic content like "loot bukkake", the Nestor, and ES...
- by Vladimir Norkoff - at 2014.02.13 00:08:00
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6. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
Good call! It's got that going for it then.....
- by Vladimir Norkoff - at 2014.01.10 08:53:00
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7. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
Well still can't think of a useful purpose for this ship. Not alot of reason to use this in PvP. A Logi will be much cheaper, more survivable (sig/speed/range), and about on par for skills needed (yes they are op'd, but they are still a fact of...
- by Vladimir Norkoff - at 2014.01.09 22:20:00
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8. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
The solution is simple - switch them back to normal weapon mechanics instead of the "burst experiment". And then make them do 20-25% less damage than the long-range weapon system (heavy/cruise). Note that previously, RLMLs did about 20% less than ...
- by Vladimir Norkoff - at 2014.01.09 21:50:00
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9. Sticky:[Rubicon 1.1] Sisters of EVE Battleship - in Player Features and Ideas Discussion [original thread]
Interesting. Not sure if it's interesting in a good way though. A half mass BS seems to be a real bad idea to start with. I assume that is to help it move about data/relic sites. But just seems like it is a bit prone to abuse for PvP. Data/Relic...
- by Vladimir Norkoff - at 2013.12.03 19:43:00
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10. Sticky:Feedback Request - Margin trading and accurate market UI - in Player Features and Ideas Discussion [original thread]
TheSmokingHertog wrote: The world works exactly like this. Amazingly enough though, the real world is not EvE. You don't get to biomass yourself and start over to avoid consequences. When you screw somebody over in EvE, they don't get to take ...
- by Vladimir Norkoff - at 2013.11.23 07:28:00
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11. Sticky:Feedback Request - Margin trading and accurate market UI - in Player Features and Ideas Discussion [original thread]
Weird. I recall a thread that dealt with this a couple months ago. And iirc (which I always do) a CCP blue bars pretty firmly stated that it was the victim's fault for being greedy. (And she shouldn't have been wearing those kind of clothes in ...
- by Vladimir Norkoff - at 2013.11.22 11:41:00
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12. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Alvatore DiMarco wrote: Hmmm.... so explosion radius is more important than explosion velocity, you say. That's very interesting. I am somewhat concerned that you don't seem to know this and yet are preaching to people that LMs are OPd. Fortun...
- by Vladimir Norkoff - at 2013.11.19 03:17:00
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13. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
elitatwo wrote: The reason it was introduced in zee first place was because the Band of Develop- erm BoB said all missiles are unbeatable and must be nerfed hard. You don't believe me? Read all about it in the old forums and a very very long ...
- by Vladimir Norkoff - at 2013.11.19 01:41:00
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14. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Kagura Nikon wrote: Stuff *shrug* Well I'm just gonna have to disagree with you then. Battlecruisers were a great change, so they were no longer the default go-to ship of choice. Kinda required them to get nerfed a bit. Battleships got mor...
- by Vladimir Norkoff - at 2013.11.18 10:23:00
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15. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Kenshi Hanshin wrote: [CCP Rise] has no idea how to balance. I am tempted to say that he doesn't know what the word means. That said, the process of balancing is to use small incremental changes. Not taking to a perceived/actual problem with al...
- by Vladimir Norkoff - at 2013.11.18 08:52:00
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16. Sticky:[Beyond Rubicon] What Mobile Structures would you like to see? - in Player Features and Ideas Discussion [original thread]
Deployable Gate Guns. Require high-level Sov, high cost, limit number placed around gate, etc.
- by Vladimir Norkoff - at 2013.11.14 02:38:00
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17. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
Zvaarian the Red wrote: You warp around and hope the other guy is an idiot. Got it. Fool proof plan. What? It's what I always do when there is a kiter harrasing my gang. As designated tackler I immediately warp away from the battle to random c...
- by Vladimir Norkoff - at 2013.11.13 05:12:00
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18. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
CCP Rise wrote: I'll cut to the chase and say that the conclusion is to go ahead with the change... Awww man. Why did you have to go and Prime yourself? This is EXACTLY what happened in the Loot Bukkake thread. I just hope you don't get invite...
- by Vladimir Norkoff - at 2013.11.13 00:47:00
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19. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: How about rather effectively, but far worse than a destroyer, since you're as fast and have 4x the hp. You're preaching to the choir in regards to the speed mate. It does need to be toned down. But you are also ignoring th...
- by Vladimir Norkoff - at 2013.11.10 23:50:00
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20. Sticky:[Rubicon] Rapid Missile Launchers - v2 - in Player Features and Ideas Discussion [original thread]
TrouserDeagle wrote: 40km is still immense for the base (with skills) range of a frigate weapon. And come on, do you seriously believe that a destroyer will survive being on-grid with a cruiser that's in range? Nobody cares what your sig is, yo...
- by Vladimir Norkoff - at 2013.11.10 23:32:00
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