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341. Class Warfare: 1.7 = Rise of HAVs, 1.8 = Rise of Heavies - in General Discussions [original thread]
In 1.7 we have seen HAVs and vehicles in general come into their own. In a way they are like a higher class of ship in Eve, where it either takes overwhelming force of infantry or other vehicles to kill them. Infantry itself has had a fairly flat ...
- by Beren Hurin - at 2014.01.17 12:22:00
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342. Dual Complex Armor Reppers are OP. - in General Discussions [original thread]
Forge guns and other infantry AV are basically for sneaking unexpected dps against a tank when another tank has it pinned down. Infantry isn't primary dps it's the extra dps.
- by Beren Hurin - at 2014.01.16 23:43:00
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343. what if we had 2 types of damage mods? - in General Discussions [original thread]
Iron Wolf Saber wrote: Plasma Induction Coil Magnetic Accelerators Afocal Lensing Heavy Caliber Calibration If your point here is weapon type damage mods, then I agree. If we had damage mods that for example, increase the armor damag...
- by Beren Hurin - at 2014.01.16 20:39:00
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344. Vehicle power sources - in General Discussions [original thread]
Ryder Azorria wrote: Too complicated for an FPS. Driving a tank is meant to be about blowing stuff up, not spending the entire match micromanaging a half dozen different modules. Did you read the part about how this mechanic would be done j...
- by Beren Hurin - at 2014.01.16 18:43:00
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345. Vehicle power sources - in General Discussions [original thread]
One last part about my idea is that the micro management would be fairly small: 25%-50% average efficiency would be where your core would be at if you didn't touch your capacitor the whole match. 50%-85% efficiency would be where your core was if...
- by Beren Hurin - at 2014.01.16 16:39:00
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346. Vehicle power sources - in General Discussions [original thread]
Capacitor management as a function of game play could be a really interesting way to balance vehicles. I"m not sure if players would find it tedious or not, but if 'charging the capacitor' of vehicles required the kind of nuance and differences th...
- by Beren Hurin - at 2014.01.16 16:14:00
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347. Highslot Module Ideas - in General Discussions [original thread]
Leonid Tybalt wrote: Im all for having three classes of module slots. The more classes of module slots means more variation in dropsuit fittings and would be a good intermediate remedy to the low number of diverse dropsuits we have at the mome...
- by Beren Hurin - at 2014.01.16 15:46:00
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348. Highslot Module Ideas - in General Discussions [original thread]
Nanite Optimizer: +10%/20%/35% logistics equipment increased equipment effectiveness (nanohives, injector, uplink, repair tool) nanohive bonus to nanite amount injector bonus to repair rate on pickup uplink bonus to max spawns repair tool bonus ...
- by Beren Hurin - at 2014.01.16 15:41:00
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349. Highslot Module Ideas - in General Discussions [original thread]
So I think there needs to be some highslot modules idea other than shields and damage mods, and maybe even a damage oriented lowslot module option for shield tankers. Damage lowslot: Ammo Pack - +1/1/2 grenades, +10/15/25% more weapon ammo pe...
- by Beren Hurin - at 2014.01.16 15:27:00
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350. Saga vs. Saga-II - in General Discussions [original thread]
Skill requirements. You need to be smarter in order to drive the more expensive LAV. No, but really they Saga-II used to have a much better shield regen and a blueprint hardener i think, but now i'ts basically just a copy of the Saga-I.
- by Beren Hurin - at 2014.01.16 15:14:00
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351. Some changes I would like to see in 1.8 - in General Discussions [original thread]
In terms of shield regen, I think making Minmatar have the best shield regen, and Caldari the better buffer and shortest delay, but then also making armor tankers have pretty unreliable and low regen for shields would help to prevent hybrid tankin...
- by Beren Hurin - at 2014.01.16 14:01:00
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352. Matchmaking Math: Who's to blame? - in General Discussions [original thread]
I was just brainstorming a kind of system where, if your squad starts to perform pretty highly stomping a few times, it starts to increase it's "Morale Rating". Each individual's morale is tracked. The higher your morale, the more you contribute ...
- by Beren Hurin - at 2014.01.15 21:31:00
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353. [Screenshots from Singularity] I just chanced on the mother lode. - in General Discussions [original thread]
Are my eyes deceiving me or is that Dust equipment with prices in Eve being listed in stations with the possibility of buying them...?
- by Beren Hurin - at 2014.01.15 21:09:00
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354. Dust 575: Haiku Time!!! - in General Discussions [original thread]
Tank treads coming close Look at my radar...All clear! I step outside...THUNK! ...your turn...
- by Beren Hurin - at 2014.01.15 20:45:00
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355. Matchmaking Math: Who's to blame? - in General Discussions [original thread]
The Attorney General wrote: SteelDark Knight wrote: The did not see it mentioned so thought I would bring it up as it probably effects the numbers. What about the different server regions and how that impacts Ambush, Skirmish, Domination, ma...
- by Beren Hurin - at 2014.01.15 20:06:00
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356. Matchmaking Math: Who's to blame? - in General Discussions [original thread]
Ghosts Chance wrote: except the main fails of matchmaking are putting multiple squads on the same team instead of opposing sides starting games before teams fill wich causes: one side is full and the other is half empty one side having a mass...
- by Beren Hurin - at 2014.01.15 19:39:00
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357. Matchmaking Math: Who's to blame? - in General Discussions [original thread]
I was wanting to try to figure out about how many people I might be queueing with at any given time so I started making some assumptions and throwing some figures around, so if you don't mind, follow me down the math path... Some data is debatable...
- by Beren Hurin - at 2014.01.15 19:19:00
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358. A visual guide to what Teiricide will do for suits. - in General Discussions [original thread]
Iron Wolf Saber wrote: Pokey Dravon wrote: Whats your opinion on modules? Keep them as is or change how they skill up? Modules will mostly still stay the same (withstanding balance needs between level) cept for in prices to eat up what su...
- by Beren Hurin - at 2014.01.14 20:42:00
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359. A visual guide to what Teiricide will do for suits. - in General Discussions [original thread]
Iron Wolf Saber wrote: Beren Hurin wrote: Lets say this magically solves all of the 'balance' problems as you see them, after tiericide how does the economics of suits work ? Will light suit v.1 be as cheap/expensive as light suit v.3? ...
- by Beren Hurin - at 2014.01.14 20:28:00
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360. A visual guide to what Teiricide will do for suits. - in General Discussions [original thread]
Lets say this magically solves all of the 'balance' problems as you see them, after tiericide how does the economics of suits work ? Will light suit v.1 be as cheap/expensive as light suit v.3? If I'm accumulating larger piles of isk, what a...
- by Beren Hurin - at 2014.01.14 20:17:00
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