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221. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: Godin Thekiller wrote: Vell0cet wrote: The current system is hell, trying to manage 5 different modules with long cooldowns that won't auto-cycle. Vehicles that become nearly invincible and can a...
- by Vell0cet - at 2015.04.17 04:07:00
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222. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: The current system is hell, trying to manage 5 different modules with long cooldowns that won't auto-cycle. Vehicles that become nearly invincible and can absorb insane amounts of focused fire, retreat...
- by Vell0cet - at 2015.04.17 03:53:00
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223. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Kaeru Nayiri wrote: I feel like the purpose behind this thread is being lost. Vehicle users want capacitor for depth. It's not "low hanging fruit". It's complicated for the average dust player. I propose more simple alternative that would func...
- by Vell0cet - at 2015.04.17 03:31:00
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224. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: Godin Thekiller wrote: Vell0cet wrote: Godin Thekiller wrote: 1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it...
- by Vell0cet - at 2015.04.17 03:20:00
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225. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
True Adamance wrote: I have to admit currently tanks (Armour) need very little imput from their pilot to function properly. Activate everything and drive away 3-5 seconds before modules go on cool down. ...And more than a few people are bangi...
- by Vell0cet - at 2015.04.17 02:57:00
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226. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
True Adamance wrote: Vell0cet wrote: True Adamance wrote: Tackling and Neuting are two different things. One slows the vehicle down the other reduced the capacitor of a vessel over time (even then Neuts and Nosferatu's do require their f...
- by Vell0cet - at 2015.04.17 02:56:00
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227. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: Godin Thekiller wrote: 1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff. 2: lel. I said noth...
- by Vell0cet - at 2015.04.17 02:41:00
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228. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
True Adamance wrote: Tackling and Neuting are two different things. One slows the vehicle down the other reduced the capacitor of a vessel over time (even then Neuts and Nosferatu's do require their fair share of cap to activate and maintain s...
- by Vell0cet - at 2015.04.17 02:37:00
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229. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: 1: If cap stable fits are anything like they are in EVE, they won't be viable for actual combat, unless it's against a idiot, or it's mostly passive stuff. 2: lel. I said nothing about AV in that, I specifically pointed ...
- by Vell0cet - at 2015.04.17 02:30:00
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230. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Pokey Dravon wrote: Again I have to ask, why do you need capacitors to tackle vehicles? Can you not use Webifiers to slow vehicles and open up opportunities for AV to break through a vehicles tank before it escapes? It would be a start, but a...
- by Vell0cet - at 2015.04.17 02:25:00
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231. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Godin Thekiller wrote: Vell0cet wrote: We need real "EVE-style" capacitors for vehicles and dropsuits (dropsuits would use this for active equipment). It's really not very complicated, and simpler than trying to manage multiple batteries. Th...
- by Vell0cet - at 2015.04.17 01:13:00
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232. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Pokey Dravon wrote: Sgt Kirk wrote: Vell0cet wrote: Pokey Dravon wrote: Sgt Kirk wrote: A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to unders...
- by Vell0cet - at 2015.04.17 00:26:00
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233. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
Pokey Dravon wrote: Sgt Kirk wrote: A lot of things in this game could easily be balanced by capacitors. We said this in the beginning but Blam thought we were too stupid to understand the concept of capacitors. And sadly there just isn'...
- by Vell0cet - at 2015.04.17 00:07:00
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234. Vehicle Capacitor Compromise - in Feedback/Requests [original thread]
We need real capacitors. Vehicles and dropsuits (dropouts would use this for active equipment). It's really not very complicated, and simpler than trying to manage multiple batteries. There is one pool that regenerates. All active mods use the poo...
- by Vell0cet - at 2015.04.16 23:39:00
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235. [Idea] LR XP for ISK - in Feedback/Requests [original thread]
The whole point of this is to prevent players from setting up farming alt accounts. The LP requirement indicates that the account has earned it's rank. Very rich players could transfer ISK to alt accounts to set up war barge farms with this option...
- by Vell0cet - at 2015.04.16 15:57:00
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236. LOYALTY RANK 4!?!?!?! - in General Discussions [original thread]
Ripley Riley wrote: Pokey Dravon wrote: I understand the intention of the Loyalty Rank limitation, but I think we need to take a hard look at exactly how long it will take someone to reach that with reasonable play and no AUR spent. This i...
- by Vell0cet - at 2015.04.15 19:48:00
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237. Sticky:[Feedback] FW and Skirmish - in Feedback/Requests [original thread]
I like this plan. I'd suggest you guys eliminate domination and replace it with acquisition (when that's ready), leaving only 2 public modes. This will result in larger pools for the matchmaker to do its thing. If the improved matchmaker works out...
- by Vell0cet - at 2015.04.15 03:43:00
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238. Announcement:Dev Blog: Introducing Player Trading - in General Discussions [original thread]
Nice work CCP. This is a major milestone. The loyalty point requirement is smart. New players probably won't have much of a need for trading. The big concern I have is whether you guys have tested the hell out of this. If we have bugs where items ...
- by Vell0cet - at 2015.04.15 02:37:00
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239. [Discussion] Squad sizes - in General Discussions [original thread]
One issue I have with this is how do you propose the user interface would work for this? How would it work in squad finder? If you have an 8-man FW squad and you queue for a pub match does it boot the bottom 4 guys? Right now squads are independen...
- by Vell0cet - at 2015.04.14 03:51:00
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240. News from warlord 1.1? - in General Discussions [original thread]
Russel Mendoza wrote: i think we should spam the forums with request to release player trading immediately. if we dont act now they will postpone to may. if we accept this then they will push it back to june then july then august. then it wi...
- by Vell0cet - at 2015.04.14 02:14:00
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