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101. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
Xocoyol Zaraoul wrote: EVE has semi-regular updates with a story[/b][/i][/u], like the FanFest trailer for example... I wouldn't mind some "Special contracts" (remember that bit in the battle finder?) once in a while that trigger a lore backgr...
- by Stefan Stahl - at 2015.03.20 19:22:00
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102. FutureDust: How can we strengthen the EVE lore connection... - in Feedback/Requests [original thread]
CCP Rattati wrote: make you think while in game and in MQ, "this is New Eden" I've been brainstorming some simple rules for limited demand-driven NPC market fluctuations that create the impression of being part of Eve without the overhead and ...
- by Stefan Stahl - at 2015.03.20 19:09:00
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103. Normalization of Vehicle Module Progression - in Feedback/Requests [original thread]
Pokey Dravon wrote: I'd also be a fan of adding at least a small difference in tiers of hardeners, 30/35/40 seems reasonable to me. On that front I'd actually suggest undoing Blam's work and putting all active module progression into efficacy,...
- by Stefan Stahl - at 2015.03.18 19:40:00
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104. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Kaeru Nayiri wrote: I'm also giving you 48 hours to necro your own thread / remake it or else I will do it for you, because that is the best swarm launcher operation model I've seen so far suggested. I missed it the first time around. Thanks f...
- by Stefan Stahl - at 2015.03.18 13:12:00
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105. Normalization of Vehicle Module Progression - in Feedback/Requests [original thread]
This is a very good effort. Since this is mostly minor buffs to standard and advanced tier stuff the impact on balancing should be minimal. If a dev reads this: Don't ponder it, do it. Today. I've always been in support of mathematical rules that...
- by Stefan Stahl - at 2015.03.18 12:53:00
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106. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Nothing Certain wrote: In my opinion, swarms versus ADS is not that imbalanced. I agree there. That's why evasion of missiles shouldn't be something that happens often enough to change the balance between AV and ADS. Just something that reward...
- by Stefan Stahl - at 2015.03.18 00:05:00
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107. [Concept] Let's take a look at improving Large Missiles. - in Feedback/Requests [original thread]
DarthJT5 wrote: But, if the missile goes the sustained damage route... Then there is no burst damage turret. Both the rail and the Blaster are good at sustained DPS, but not burst DPS. Missiles should be the ambush weapon, but still able to put...
- by Stefan Stahl - at 2015.03.17 19:29:00
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108. Dropship proposition (with numbers) - in Feedback/Requests [original thread]
Francois Sanchez wrote: Right now a single guy with good AV can deny the access to the dropship within 100 meters by himself, and I know what I'm talking about as I was running AV before being a pilot. I guess this is where our difference in o...
- by Stefan Stahl - at 2015.03.17 13:53:00
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109. Dropships: the future - in Feedback/Requests [original thread]
Breakin Stuff wrote: The shield hardener cost really messed up a lot of dropship fittings. Can dropship resources please be adjusted to allow pilots to utilize their standard fittings please? I think what Rattati meant with his post were sugge...
- by Stefan Stahl - at 2015.03.17 13:49:00
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110. [Concept] Let's take a look at improving Large Missiles. - in Feedback/Requests [original thread]
Pokey Dravon wrote: Missiles will be able to contend with other turrets even in a direct fight (no ambush volley) due to similar sustained DPS. I think this is the most important design goal and shouldn't be sacrificed under any circumstances....
- by Stefan Stahl - at 2015.03.17 13:32:00
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111. Dropship proposition (with numbers) - in Feedback/Requests [original thread]
Thanks for taking the time to come up with actual numbers for suggestions. I know it takes a lot of effort to do so. Unfortunately I'm going to ask whether we can take the discussion one step back from the solution and discuss the problem, becaus...
- by Stefan Stahl - at 2015.03.17 13:20:00
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112. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Juno Tristan wrote: I am concerned that there could be 3 sets of swarms in the air before I know they're incoming, but if swarmers have to face the target when firing it could increase the time between the 1st and 2nd volleys. Could you model ...
- by Stefan Stahl - at 2015.03.17 09:20:00
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113. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Kallas Hallytyr wrote: [quote=Stefan Stahl]What about the initial velocity? How would a change to initial velocity affect lock/refire rate and reaction windows? My thought is that it would space them a little more, giving pilots a bigger reacti...
- by Stefan Stahl - at 2015.03.16 21:47:00
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114. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Nothing Certain wrote: What is the flight ceiling? I know I often can't lock on because DS are too high, that is 175 meters, if all the DS has to do is go 75-100 meters to outrange a swarm they are not going to be shot down. Again, thanks for ...
- by Stefan Stahl - at 2015.03.16 21:21:00
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115. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Thanks for actually taking the time to read. I agree with your conclusion that evading missiles isn't something you can do all day. At best, after an impact, you can set yourself up to dodge the third volley, hopefully with a shield booster rea...
- by Stefan Stahl - at 2015.03.16 20:42:00
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116. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
Hello, I'm here to suggest some tweaks to how Swarm Launchers work to improve the interaction with dropships, mostly. I'm sorry that this is going to get kind of technical, but we'll be discussing Swarm Launcher stats and their numeric effect on ...
- by Stefan Stahl - at 2015.03.16 20:19:00
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117. Tweaking Swarm Launcher parameters - with numbers and graphs! - in Feedback/Requests [original thread]
As a net effect of these changes I expect: - Some qualified ADS pilots will be able to evade SL missiles on purpose. - Some SL operators may once in a while miss a shot in certain situations (e.g. DS passing overhead at full speed). - I expect tha...
- by Stefan Stahl - at 2015.03.16 20:19:00
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118. Bugged railguns for 3 years - in Feedback/Requests [original thread]
Spkr4theDead wrote: Besides, why would I want to spend 5 minutes in my redline to duplicate a (literal) tank-breaking bug? Because that'd be the first step to fixing the issue.
- by Stefan Stahl - at 2015.03.16 19:56:00
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119. Dropships: the future - in Feedback/Requests [original thread]
Miokai Zahou wrote: I personally would be glad to fly around a proto ADS hull which I need to make considerable sacrifices to offensive capabilities to be a tankie scanner lighting up the map for my team mates to find the enemy and make quick p...
- by Stefan Stahl - at 2015.03.16 12:07:00
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120. [Concept] Let's take a look at improving Large Missiles. - in Feedback/Requests [original thread]
I always thought Missiles were more enjoyable before 1.7 (4-shot volleys), and this proposal somewhat moves them back in that direction. Shorter bursts of damage with shorter time between bursts makes sustained DPS more important rather than burst...
- by Stefan Stahl - at 2015.03.15 12:01:00
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