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141. Scanner leading to a kill - in Feedback/Requests [original thread]
Aeon Amadi wrote: Bendtner92 wrote: xAckie wrote: so stupid. This only adds further ways for logis being able to WP farm injector, nano (repairer), scanner = WP farm. 15s will be popping up everywhere, and injectors give 60Wp more than ...
- by xAckie - at 2013.09.24 20:55:00
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142. Scanner leading to a kill - in Feedback/Requests [original thread]
Talos Alomar wrote: xAckie wrote: so stupid. This only adds further ways for logis being able to WP farm injector, nano (repairer), scanner = WP farm. 15s will be popping up everywhere, and injectors give 60Wp more than a kill. Seriously,...
- by xAckie - at 2013.09.24 10:34:00
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143. Scanner leading to a kill - in Feedback/Requests [original thread]
so stupid. This only adds further ways for logis being able to WP farm injector, nano (repairer), scanner = WP farm. 15s will be popping up everywhere, and injectors give 60Wp more than a kill. Seriously, do you not want anyone to play the obje...
- by xAckie - at 2013.09.24 09:33:00
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144. hand held scanner - in Feedback/Requests [original thread]
Talos Alomar wrote: Passive scanning needs a big buff. But just leave my active scanners alone. Passive scanning and active scanning fill two different roles on the field. active scanning is best for reaching out and finding targets for the te...
- by xAckie - at 2013.09.18 14:36:00
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145. hand held scanner - in Feedback/Requests [original thread]
Cross Atu wrote: Sensor skills are far from useless, sensor dampening is the most effective but the others help out too. How can you say that. Dampners do nothing if you are scanned by a handheld. You will still show up.
- by xAckie - at 2013.09.18 14:35:00
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146. hand held scanner - in Feedback/Requests [original thread]
is a really stupid idea. I have over 1.5m SP sitting there, if the numbers of previous builds still stood I would be thinking about skilling up my passive scanning skills (and dampening is pointless too). What is the point. The passive scanning ...
- by xAckie - at 2013.09.18 08:30:00
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147. Allow ability to fit a dropsuit you dont have skills for - in Feedback/Requests [original thread]
you can do this with weapons - so why not the suit it would help with planning skill spends and what to do next
- by xAckie - at 2013.09.07 16:13:00
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148. [feedback] Sound design - in Feedback/Requests [original thread]
its what came copyright free in the software sound folder.....
- by xAckie - at 2013.09.04 15:05:00
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149. why can't we link squads yet - in Feedback/Requests [original thread]
Isnt this supposed to be coming for faction warfare? Hopefully a better Eve link too. Eve players paying mercs to fight. Corp deploy would be great if battles were much bigger to be honest. the current situation would just become a permanent red...
- by xAckie - at 2013.09.04 15:04:00
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150. nvm - in Feedback/Requests [original thread]
Cosgar was too quick to respond. I said scanners shoudl be high/ low slots due to squad changes and they should be for individuals. (i posted and disagreed wioth myself as suddenly realised there are modules. The actual problem is that suits dont...
- by xAckie - at 2013.09.04 14:22:00
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151. nvm - in Feedback/Requests [original thread]
nvm
- by xAckie - at 2013.09.04 14:12:00
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152. Core skills muitpliers shoudl be reduced - in Feedback/Requests [original thread]
All core skill multipliers should be 2x max Players are hitting a dead zone/ sp sink and becoming bored because they arent able to skill into equipment or suits that gives a feeling/ sense of progression I have core skills maxed - so I am ok, i...
- by xAckie - at 2013.08.27 09:22:00
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153. Minimap Improvements - in Feedback/Requests [original thread]
smartlayer wrote: NSWE ARE needed allow the minimap not to turn but only your little ICON (keeping North alway on top)
- by xAckie - at 2013.07.29 12:08:00
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154. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
Cosgar wrote: xAckie wrote: everyone who skills into the skills will get the fitting flexibility. So i dont understand the point. People have to skill into them as there becomes a natural barrier where there there is no point in skilling int...
- by xAckie - at 2013.07.22 18:12:00
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155. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
Daxxis KANNAH wrote: xAckie wrote: RydogV wrote: These skills should be hard to max based on the simple reason that they are a priority for most players...hence their value. It was tough to swallow that reality when first redesigned in th...
- by xAckie - at 2013.07.22 18:06:00
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156. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
Cosgar wrote: xAckie wrote: Cosgar wrote: xAckie wrote: Cosgar wrote: Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them mo...
- by xAckie - at 2013.07.22 17:52:00
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157. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
Cosgar wrote: Aquinarius Zoltanus wrote: Cosgar wrote: 25% to CPU/PG is a huge payoff for a passive bonus. That's the ability to equip better weapons, modules, and equipment... all at once. Having a higher multiplier forces players to pi...
- by xAckie - at 2013.07.22 17:39:00
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158. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
Cosgar wrote: xAckie wrote: Cosgar wrote: Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them more endgame oriented skills. In fac...
- by xAckie - at 2013.07.22 17:37:00
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159. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
RydogV wrote: These skills should be hard to max based on the simple reason that they are a priority for most players...hence their value. It was tough to swallow that reality when first redesigned in the 'Uprising' expansion but this was the r...
- by xAckie - at 2013.07.22 17:20:00
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160. PG/ CPU : reducing the grind - in Feedback/Requests [original thread]
Cosgar wrote: Having the multiplier so high on those skills prevents players from running around with something crazy like proto modules/weapons on free suits. Consider them more endgame oriented skills. In fact, you can get by putting levels i...
- by xAckie - at 2013.07.22 17:18:00
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