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301. THERE USED TO BE PROTO DROPSHIPS? - in General Discussions [original thread]
Jakar Umbra wrote: Given that the character's HUD said: Successfully deployed Prometheus , I take it that at one point they had PRO as the category for Logistics Dropships before they made it more of a sidegrade. I'm more concerned about t...
- by Alldin Kan - at 2014.01.18 15:58:00
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302. THERE USED TO BE PROTO DROPSHIPS? - in General Discussions [original thread]
At 0:54 it says PRO... Did I miss out on something or was this a CCP exclusive vehicle? The thing even has red headlights
- by Alldin Kan - at 2014.01.18 15:48:00
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303. How do you visualize a Minmatar Tank? - in General Discussions [original thread]
I expect it to require frequent tune ups and for it to break down in the heat of battle.
- by Alldin Kan - at 2014.01.18 15:41:00
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304. How to fit a Scout CK.0 as a slayer (No cloak) - in General Discussions [original thread]
I add Active scanner for scout to find people further away from me and for equipment destruction, regulator stays because a 2 sec delay is like having a 50 HP extender on 3rd second (Precision enhancer is pointless if I have a good situational awa...
- by Alldin Kan - at 2014.01.18 02:23:00
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305. How to fit a Scout CK.0 as a slayer (No cloak) - in General Discussions [original thread]
Fit #1 - Easy mode (after 35 translations we get: "It's OP, good luck") x4 Complex Shield Extenders A PRO Federation Specialist Shotgun A Complex Shield Regulator A Complex Kinetic Catalizer A Nanohive A-45 Quantum Active Scanner (only if you hav...
- by Alldin Kan - at 2014.01.17 23:53:00
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306. Who else has problems burning through ISK? - in General Discussions [original thread]
I did two huge ISK giveaways and always play with the most expensive stuff, yet I always find myself recovering the ISK spent/sent. I've been playing with around 420 million ISK for all of Uprising 1.7 -.-
- by Alldin Kan - at 2014.01.17 22:58:00
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307. Active damage mods don't have stacking penalties - in General Discussions [original thread]
Altina McAlterson wrote: Alldin Kan wrote: Similar thing is also happening for dropsuits but not as bad as vehicles. Allotek Plasma Cannon vs Shields - 1271 1 dmg mod 1397 2 dmg mod 1518 3 dmg mod 1605 In stacking effect it's working prope...
- by Alldin Kan - at 2014.01.17 21:17:00
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308. Active damage mods don't have stacking penalties - in General Discussions [original thread]
Altina McAlterson wrote: Alldin Kan wrote: If you were to go for that math then yeah, it's working. But what's really happening it's that the bonuses themselves do not diminish when affecting the original value (in this case 2074). 2074 *...
- by Alldin Kan - at 2014.01.17 21:03:00
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309. Active damage mods don't have stacking penalties - in General Discussions [original thread]
Similar thing is also happening for dropsuits but not as bad as vehicles. Allotek Plasma Cannon vs Shields - 1271 1 dmg mod 1397 2 dmg mod 1518 3 dmg mod 1605 In stacking effect it's working properly but if we were to treat it as something affec...
- by Alldin Kan - at 2014.01.17 20:57:00
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310. Active damage mods don't have stacking penalties - in General Discussions [original thread]
Pokey Dravon wrote: Altina McAlterson wrote: Alldin Kan wrote: I just tested a proto rail with 1,2, and 3 damage mods a got these results (all on Shields): No damage mod - 2074 1 damage mod - 2695 2 damage mods - 3398 3 damage mods - 398...
- by Alldin Kan - at 2014.01.17 20:41:00
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311. Question to tank drivers - in General Discussions [original thread]
HYENAKILLER X wrote: Do you really think that you are actually doibg what everyone else is? Are you seriously impressed with the fact you hide in a tank all game? Do you have any idea how easy it is to make you guys miss? Does it even cross ...
- by Alldin Kan - at 2014.01.17 20:07:00
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312. Active damage mods don't have stacking penalties - in General Discussions [original thread]
Beck Weathers wrote: Im not 100% sure but i dont think hardeners have stacking penaltys either. I tested that and it's working as intended: 1 Active shield hardener - 60% resist 2 Active shield hardener - 81% resist (may not seem much but wh...
- by Alldin Kan - at 2014.01.17 19:56:00
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313. Active damage mods don't have stacking penalties - in General Discussions [original thread]
bump
- by Alldin Kan - at 2014.01.17 19:34:00
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314. How do you want your Caldari Heavy? - in General Discussions [original thread]
bump
- by Alldin Kan - at 2014.01.17 19:30:00
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315. Announcement:Feedback Request: Dropsuit Stats and Skills! - in Feedback/Requests [original thread]
The base HP for Caldari/Gallente Sentinel require further tweaking. As it is, both Sentinels aren't receiving enough benefits from their racial bonuses due to a HP distribution of 57/43 (525/390 HP). For these two racial dropsuits it would be idea...
- by Alldin Kan - at 2014.01.17 18:20:00
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316. Active damage mods don't have stacking penalties - in General Discussions [original thread]
I just tested a proto rail with 1,2, and 3 damage mods a got these results: No damage mod - 2074 1 damage mod - 2695 2 damage mods - 3398 3 damage mods - 3980 How did this flaw get past through the QA team?
- by Alldin Kan - at 2014.01.17 05:00:00
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317. Tanking and why it sucks (in depth bring discussion) - in General Discussions [original thread]
The legend345 wrote: Tank vs tank is garbage, easy-mode, and bad. Why: 1.Damage mod rails destroy anything with no thought or strategy. Pop the damage mods and hit your target a couple times. Renders blasters useless even in close-quarter en...
- by Alldin Kan - at 2014.01.17 02:44:00
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318. How do you want your Caldari Heavy? - in General Discussions [original thread]
1. MAXIMUM SHIELDS! + 100 base Armor 2. High Shields + 150 base armor 3. Meh. Shields + 200 base Armor 4. Needs more Shields :l + 250 base Armor 5. I don't think I'm ok with it Shields + 300 base Armor Assume that the suit will have 4 high slots...
- by Alldin Kan - at 2014.01.16 21:04:00
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319. If the Caldari Heavy gets 4 high slots... - in General Discussions [original thread]
...will it be the most lethal heavy? I would put 2 damage mods and 2 Complex Shield Energizers (if possible) for a shield regen of 64 HP (if base shield regen is 25).
- by Alldin Kan - at 2014.01.14 23:01:00
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320. Weapon/Game Balance... We're getting there - in General Discussions [original thread]
CCP should take notes from this... Almost everything is balanced (FUN included).
- by Alldin Kan - at 2014.01.13 18:06:00
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