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841. Pilot dropsuit stacking? - in General Discussions [original thread]
the answer is no, and yes this can be tested and has been tested
- by Chances Ghost - at 2013.07.08 20:22:00
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842. 2 Important end of match stats that need tracked - Isk lost/destroyed - in Feedback/Requests [original thread]
i was also thinking that it would be helpful to see the stat tracked team wide as well as at the individual level. seeing which team lost more ISK would determin another way to "win" and would encourage the sandboxy create your own victory style ...
- by Chances Ghost - at 2013.07.08 12:38:00
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843. 2 Important end of game stats that need tracked - in General Discussions [original thread]
i was also thinking that it would be helpful to see the stat tracked team wide as well as at the individual level. seeing which team lost more ISK would determin another way to "win" and would encourage the sandboxy create your own victory style ...
- by Chances Ghost - at 2013.07.08 12:36:00
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844. 2 Important end of game stats that need tracked - in General Discussions [original thread]
it would also make it so that expencive tanks would seek to destroy as much isk as they cost rather than try to earn as much as their cost, wich is alot better of a metric to measure tank performance.
- by Chances Ghost - at 2013.07.08 11:50:00
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845. 2 Important end of match stats that need tracked - Isk lost/destroyed - in Feedback/Requests [original thread]
KingBlade82 wrote: I want to see isk cost of urs lost and isk earned to see if ur suits r worth it would save time than me calculating my daily profit :P but I do like seeing how much money worth I destroy >:) it would also make it so ...
- by Chances Ghost - at 2013.07.08 11:50:00
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846. I know what 514 means now. - in General Discussions [original thread]
514 ways to die
- by Chances Ghost - at 2013.07.08 11:47:00
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847. 2 Important end of game stats that need tracked - in General Discussions [original thread]
Khal V'Rani wrote: ... This needs to happen. Soon. I think my corp mates would love this. You made me get my hopes up again man... The nerve of some people. :-P this would add some excitement to matches again, and it would add in some more...
- by Chances Ghost - at 2013.07.08 11:23:00
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848. 2 Important end of game stats that need tracked - in General Discussions [original thread]
https://forums.dust514.com/default.aspx?g=posts&m=1028216#post1028216 the post in requests/feedback make sure to show your support and lets see if we can get this in the game or at least on the slate of things to add in (although im not ho...
- by Chances Ghost - at 2013.07.08 11:22:00
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849. 2 Important end of match stats that need tracked - Isk lost/destroyed - in Feedback/Requests [original thread]
Isk you lost VS Isk you destroyed this game is about profit and all war is about inflicting financial losses on the enamy without sustaining high losses yourself. these two stats are the msot important stats and i would even go so far as to stat...
- by Chances Ghost - at 2013.07.08 11:20:00
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850. 2 Important end of game stats that need tracked - in General Discussions [original thread]
Khal V'Rani wrote: I like it. Though I would prefer a long term tracking of the stat meself. I would be okay with it just being EoM. Something to talk crap about with the buddies. On a Corp level, does Eve track that as well? And if so how is...
- by Chances Ghost - at 2013.07.08 11:14:00
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851. 2 Important end of game stats that need tracked - in General Discussions [original thread]
Aero Yassavi wrote: *Select Starter Fits* *ISK Lost: ISK Destroyed ratio 0:GêP yup, it finally gives merit to militia fits and starter gear, meaning more people will gear down. im thinking its better as an end of game stat then a leaderboa...
- by Chances Ghost - at 2013.07.08 11:11:00
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852. Flaylocks & Mass drivers - in General Discussions [original thread]
ANON Illuminati wrote: ChromeBreaker wrote: Spademan wrote: I don't understand it, they work the same as they did in Chromo, why the sudden usage en masse? Hit ditection, frame rate, and an extra m blast radius overhaul as in what?...
- by Chances Ghost - at 2013.07.08 10:40:00
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853. Flaylocks & Mass drivers - in General Discussions [original thread]
ANON Illuminati wrote: both just a disaster to any new player trying to play for his / her first time. CCP your not realizing this but its just not looking good for new players. the pub stomping proto gus vs fresh fish. i understand this is a...
- by Chances Ghost - at 2013.07.08 10:37:00
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854. 2 Important end of game stats that need tracked - in General Discussions [original thread]
Khal V'Rani wrote: +1 Kind of don't want to see how bad I am in this regard though. It scares me... Would this be added to the social boards as a tab or on the character sheet as well? Or just an end of match deal? i was thinking end of mat...
- by Chances Ghost - at 2013.07.08 10:19:00
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855. 2 Important end of game stats that need tracked - in General Discussions [original thread]
Isk lost Isk destroyed this game is about profit and all war is about inflicting financial losses on the enamy without sustaining high losses yourself. these two stats are the msot importand stats and i would even go so far as to state the inste...
- by Chances Ghost - at 2013.07.08 08:38:00
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856. Dropship Fitting - 3 extenders or 2 and a passive resist module - Answer inside - in Rookie Training Grounds [original thread]
Judge Rhadamanthus wrote: Chances Ghost wrote: do we know the model for 2 extenders 2 resist 3 extenders 1 resist 4 extenders ? assuming you forgo fast regen for the ability to take an extra hit I can easily model them. I'll have to do...
- by Chances Ghost - at 2013.07.08 07:29:00
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857. Where is your honour? - in General Discussions [original thread]
theres honor amung knifers, you shouldn't expect another knifer to shoot you, but you SHOULD expect everyone else to.
- by Chances Ghost - at 2013.07.08 07:09:00
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858. Dropship Fitting - 3 extenders or 2 and a passive resist module - Answer inside - in Rookie Training Grounds [original thread]
do we know the model for 2 extenders 2 resist 3 extenders 1 resist 4 extenders ? assuming you forgo fast regen for the ability to take an extra hit
- by Chances Ghost - at 2013.07.08 07:03:00
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859. Remote/Prox explosives problem + a fix using exsisting code - in Technical Support/Bugs [original thread]
KalOfTheRathi wrote: Previously stated by Devs, deploying anything must be done on a flat surface. There is one unfortunate side effect of the new level of graphics regarding this. Several of the maps are not detailed at a level that the user ...
- by Chances Ghost - at 2013.07.08 06:28:00
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860. Remote/Prox explosives problem + a fix using exsisting code - in Technical Support/Bugs [original thread]
there is about a 15-20% chance that when you drop an explosive it will tumble and end up in an invalad position and disapear. standing still doesnt eliminate this issue and it seems it stems from the tumble mechanic that applys only to the explos...
- by Chances Ghost - at 2013.07.07 20:29:00
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