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1. Sticky:[December] Command Destroyers - in Player Features and Ideas Discussion [original thread]
MJFG is what kept me from burning out in December! Please don't remove it!
- by Tikktokk Tokkzikk - at 2016.01.21 04:56:01
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2. Separate faction warfare complex payout from the tier system - in Player Features and Ideas Discussion [original thread]
Right now there's no incentive to join the losing faction, leading to a "rich gets richer, poor gets poorer" situation. To remedy this, I propose faction warfare complexes have a fixed payout unaffected by the tier. Why would players join the lo...
- by Tikktokk Tokkzikk - at 2015.11.30 15:13:08
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3. Sticky:[Citadels] Capital Q&A - in Player Features and Ideas Discussion [original thread]
Are there any examples of the supercarrier only modules yet?
- by Tikktokk Tokkzikk - at 2015.11.13 16:46:24
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4. Sticky:[December] Module Tiericide - Warp Disruption Field Generators - in Player Features and Ideas Discussion [original thread]
As a risk averse kiter, I approve of this nerf to kiting. I'm also happy to see a use for HICs outside cap killing. +2
- by Tikktokk Tokkzikk - at 2015.11.06 20:12:39
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5. New Map, Probe Scanner and D-scan Feedback - in Player Features and Ideas Discussion [original thread]
I love the new changes in general, but there's a few issues that needs looking at before it can be fully released: HUD overlap the map controls with the map in fullscreen and HUD aligned up. The probe icons (and celestials in general) block bi...
- by Tikktokk Tokkzikk - at 2015.11.06 16:46:04
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6. Sticky:[Vanguard] Combat and Navy BC Rebalance - in Player Features and Ideas Discussion [original thread]
Here's an idea: give the medium micro jump drive a bonus to targeting range while active. Right now MMJD is only usable as a defensive module except for the buffer tanked Myrmidon, Gnosis and N. Harbinger which can afford to sacrifice their 5th mi...
- by Tikktokk Tokkzikk - at 2015.09.11 20:02:39
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7. Heavy Missile Rebalance - in Player Features and Ideas Discussion [original thread]
Tabyll Altol wrote: [quote=Tikktokk Tokkzikk]They just got buffed don-Št get greedy. -1 Made this thread to show why 5% damage doesn't matter.
- by Tikktokk Tokkzikk - at 2015.07.10 20:10:39
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8. Heavy Missile Rebalance - in Player Features and Ideas Discussion [original thread]
Andy Koraka wrote: It's almost like they just gave us a new class of modules which improve the damage application stats for missiles. Missile Guidance Computers doesn't change the underlying problem of heavy missiles.
- by Tikktokk Tokkzikk - at 2015.07.10 19:25:11
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9. Heavy Missile Rebalance - in Player Features and Ideas Discussion [original thread]
I compared the damage application for the different long range missiles: T1 light missiles apply 80% of their damage to frigates. T1 heavy missiles apply 65% of their damage to cruiser. T1 cruise missiles easily apply 100% of their damage to battl...
- by Tikktokk Tokkzikk - at 2015.07.10 17:57:52
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10. Supercapital Wormholes - in Player Features and Ideas Discussion [original thread]
After Phoebe, moving supers solo is suicidal. With the reduced range, it's near impossible to avoid chokepoints. Large entities can move quickly and safely through thanks to ther numbers, but smaller entities are stuck. I belive this is wrong. Whi...
- by Tikktokk Tokkzikk - at 2015.07.04 19:13:02
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11. NPE feedback Q and A - in Player Features and Ideas Discussion [original thread]
Zappity wrote: Why is removing learning implants a difficult problem? Just get rid of them and increase base training rate to whatever the current long term player average training rate is. Add 1-2 week duration booster drugs if you really have...
- by Tikktokk Tokkzikk - at 2015.07.02 12:25:09
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12. NPE feedback Q and A - in Player Features and Ideas Discussion [original thread]
I'd love to see learning implants changed to empire versions of pirate implants with effects tied to their old attribute. Example for Social Adaptation Chip: Alpha could have a bonus to standing increase. Beta could have a bonus to effective stan...
- by Tikktokk Tokkzikk - at 2015.07.02 12:16:39
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13. [June] Module Teiracide - Afterburners & Microwarpdrives - in Player Features and Ideas Discussion [original thread]
Phoenix Jones wrote: In before garmur nerf? If my calculations are correct, my Garmur just went from 7,333m/s to 7,596m/s. Can't say a buffed Garmur makes me happy.
- by Tikktokk Tokkzikk - at 2015.05.04 18:13:56
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14. [June] Module Teiracide - Afterburners & Microwarpdrives - in Player Features and Ideas Discussion [original thread]
Ships are already too fast. With links and snakes it's trivial to make frigates outspeed anti-frigate weapons like warriors and light missiles. Don't even get me started on ships going 10km/s on s 1Hz server. Please either keep them as is or nerf ...
- by Tikktokk Tokkzikk - at 2015.05.04 13:59:15
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15. Rebalancing Warfare Links - in Player Features and Ideas Discussion [original thread]
Nevyn Auscent wrote: Reina Xyaer wrote: CCP has previously been wrong, lied, and/or pulled excuses out of their a*ses. Someone pointed out in a thread recently... Watchlist shows HP bars when a fleet member is On-grid.... And Watchlist...
- by Tikktokk Tokkzikk - at 2015.04.19 02:19:07
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16. Sticky:[April] Ore, Mineral and Nullsec Mining Anomaly Revamp - in Player Features and Ideas Discussion [original thread]
Durrr wrote: I still would like to see a reason, any reason, to mine ore in low sec. It's more dangerous than null with much less payoff. In fact the payoff is only marginally better than high sec, with a good deal more risk. The small incre...
- by Tikktokk Tokkzikk - at 2015.04.17 22:08:00
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17. Sticky:[Discussion] Entosis Link Tactics and Ship Balance Part 2 - in Player Features and Ideas Discussion [original thread]
What is the volume of Entosis LInks? Will I be able to bring a depot and entosis link on my roaming ship to disable upgrades and such? Also why the mass penalty? If I understand correctly, a Maulus can counter an infinite amount of trollceptors b...
- by Tikktokk Tokkzikk - at 2015.04.02 14:49:31
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18. Rebalancing Warfare Links - in Player Features and Ideas Discussion [original thread]
Saede Riordan wrote: Links themselves are nice, very nice. I use them regularly. Where they become imbalanced is when I'm boosting safely from the edge of a tower shield or safed up and decloaking at just the right time. If ongrid boosting w...
- by Tikktokk Tokkzikk - at 2015.03.27 15:08:24
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19. Rebalancing Warfare Links - in Player Features and Ideas Discussion [original thread]
Phoenix Jones wrote: Not a bad concept, but I would add in a few other items. 1) inactive links need to boost your sig radius (meaning your easier to lock and shoot while they are turned off) 2) Active links need to reduce your sensor strengt...
- by Tikktokk Tokkzikk - at 2015.03.23 19:53:58
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20. Rebalancing Warfare Links - in Player Features and Ideas Discussion [original thread]
The information warfare link could also be split up even further with a specific scripts for the specific E-wars.
- by Tikktokk Tokkzikk - at 2015.03.23 10:30:21
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