Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 |
801. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Dustbunny Durrr wrote: If you want a longer TTK the simple fix is higher base suit HP (shields/armor) (and perhaps more health from shield extenders/armor plates). Everything else fails the test of KISS (Keep it Simple Stupid) and just begs the...
- by bogeyman m - at 2014.01.15 21:21:00
|
802. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Fire of Prometheus wrote: Auris Lionesse wrote: Or limit damage mods to 1 per suit. Or remove all damage mods of any type (excluding skills that require SP, such as proficiency levels) Problem solved Then you still have the issue wher...
- by bogeyman m - at 2014.01.15 21:13:00
|
803. [request] allow passengers to shoot from dropship - in Feedback/Requests [original thread]
D legendary hero wrote: basically for any opposer to this remember that RAIL tanks and Rail installations kill dropships (and passengers) in 2-3 hits max. AV is still powerful vs dropships. -AND- Dropships still have very little offensive ca...
- by bogeyman m - at 2014.01.15 21:01:00
|
804. [request] allow passengers to shoot from dropship - in Feedback/Requests [original thread]
Hoover Damn wrote: CCP Wolfman wrote: Seems like a good opportunity to discuss this idea. How would you feel about dropships filled with swarm launchers or mass drivers for example? I'd feel like the dropship was being used to its fullest...
- by bogeyman m - at 2014.01.15 20:57:00
|
805. [request] allow passengers to shoot from dropship - in Feedback/Requests [original thread]
I'm not going to read through all 24 pages, so I apologize if this is a repeat but, based on the post subject line, I agree and would go further to suggest that it should be REQUIRED that a second player be the gunner on ANY vehicle. (One to pilot...
- by bogeyman m - at 2014.01.15 20:54:00
|
806. Damage modifier feedback/suggestion - in Feedback/Requests [original thread]
Choosing to equip Damage Mods, or not, has a more significant impact on Shield Tankers as they must make a bigger decision regarding 'gank' vs 'tank' than an Armour Tanker. If the goal is to lengthen TTK (modestly), then I strongly believe that ...
- by bogeyman m - at 2014.01.15 20:47:00
|
807. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Draco Cerberus wrote: Theoretically this would increase TTK, but IMO CCP doesn't want to increase TTK they want it to be quick fights with lots of loss. Remember, they want to have a market for Eve players to sell gear to, not a 1 suit a night ...
- by bogeyman m - at 2014.01.15 20:35:00
|
808. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
xAckie wrote: Alam Storm wrote: its not the proficiency its the damage mods people can stack on it because it takes up less CPU and PG people can add more ^^^ its not that TTK is too low, its that in pubs there is a mix of suits rangin...
- by bogeyman m - at 2014.01.15 20:24:00
|
809. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Alam Storm wrote: Auris Lionesse wrote: Or limit damage mods to 1 per suit. i suggested that ages ago or at least put 3% dispersion on it so you gain 10% more damage at the risk of it being less accurate Quote: b) Example: Should a G...
- by bogeyman m - at 2014.01.15 20:19:00
|
810. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
Cosgar wrote: It's a step in the right direction, but there's no such thing as an easy fix here. Since beta, this game has been balanced around unreliable hit detection. Simply saying "do this" or "tweak that" isn't going to magically rebalance...
- by bogeyman m - at 2014.01.15 20:05:00
|
811. [Feedback] Shield tanking. - in Feedback/Requests [original thread]
bogeyman m wrote: Tallen Ellecon wrote: GET ATMESON wrote: This is a very good question. What could balance out armor and sheilds. The damage mods could be the problem. They might need to be turned down a little. Armor builds rip through ...
- by bogeyman m - at 2014.01.15 19:51:00
|
812. [Request] single-missile dumbfire for swarm launcher ability - in Feedback/Requests [original thread]
CLONE117 wrote: im not sure how well it would work ammo wise. and asides from that the small missile turret. probably does more damage per missile than the current swarm launcher anyways. i may not have played during the days of the free fire...
- by bogeyman m - at 2014.01.15 19:46:00
|
813. Time to Kill (TTK) - Solution - in Feedback/Requests [original thread]
I'm certain that this topic has already been covered many times, but I really don't see how it is that complicated to solve... Solution: Step 1 - Remove all weapon proficiency training from the skills tree. (Reduce maximum weapon damage by 15%...
- by bogeyman m - at 2014.01.15 10:25:00
|
814. A Swarm Balance Proposal ... for CCP Review / Implementation - in Feedback/Requests [original thread]
A variation on your theme: 1. Lock range - Should be similar to tanks and turrets (Std=250, Adv=275, Pro=300) 2. Missile speed - Tanks should not be able to outrun missiles (whatever speed solves that). 3. Nerf missile agility - Don't like thi...
- by bogeyman m - at 2014.01.15 08:45:00
|
815. Swarm Launcher 2.0 - in Feedback/Requests [original thread]
- faster missiles - distance related lock times (<50m=0.5sec, >250m=1.75sec) - longer lock distances; should be similar to tanks and turrets (Std=250, Adv=275, Pro=300) - flatter Std/Adv/Pro damage slope by (a) removing proficiency skill (b...
- by bogeyman m - at 2014.01.15 08:10:00
|
816. [Request] single-missile dumbfire for swarm launcher ability - in Feedback/Requests [original thread]
I like this idea in general, but I only scanned through most of the posts once they started reading the same. To summarize what I took from this: 1) R1 single fire dumb missile. Line of sight only. No guidance - like a poor man's forge gun. Slo...
- by bogeyman m - at 2014.01.15 07:45:00
|
817. [Feedback] How to balance Swarm Launchers - in Feedback/Requests [original thread]
Foundation Seldon wrote: There are two main problems with the Swarm Launcher that I believe should be addressed. 1. The baseline power, what should be available immediately from MLT/STD levels 2. The progression among tiers, how the weapon sc...
- by bogeyman m - at 2014.01.15 07:22:00
|
818. Should Fitting optimization for weapons be racial? - in Feedback/Requests [original thread]
Almost. But I'd propose this variation: Starting race + matching racial suit + matching racial weapon = weapon bonus (not fitting bonus) Weapon bonuses: All Amarr = +5% damage All Gallente = +5% damage All Caldari = +5% RoF AL Minmatar = +5%...
- by bogeyman m - at 2014.01.15 07:15:00
|
819. [FEEDBACK:] Analysis on 1.7 tank functionality, militia tanks, CCPs vision + idea - in General Discussions [original thread]
Adjusting/correcting the cool down period is fine, but it doesn't matter much if the tank can simply out run a swarm missile anyway. How about dealing down those speeds some? Also, someone had the idea of restricting vehicle spawning to only des...
- by bogeyman m - at 2014.01.15 07:02:00
|
820. Walked away to play a different game, again. - in Feedback/Requests [original thread]
Zunist Tae wrote: Once again I had to change games. It's simply too frustrating getting repeatedly proto-stomped. Match after match I get railed by groups running maxed out proto-gear the entire time. Every time you drive a player away because...
- by bogeyman m - at 2014.01.15 06:27:00
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 |
First page | Previous page | Next page | Last page |