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  • Date of Birth: 2012-08-07 08:02
  • First Forum Visit: 2012-08-16 09:23
  • Number of Posts: 4,082
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Riot Girl

Security Status 3.2
  • You'll Cowards Don't Even Smoke Crack Member since

Last 20 Posts

  • CCP Biomassed Empress Catiz I in EVE Communication Center

    All hail CCP Biomassed

  • Which Stealth Bomber? in EVE Gameplay Center

    Omnathious Deninard wrote:
    Nemesis looks the best, seconded by the Purifier.

    Think you mispelt Manticore.

  • My bomber guide V1/2 in imgur jpeg in EVE Gameplay Center

    Nice guide

  • Warp speed drug in EVE Technology and Research Center

    Morrigan LeSante wrote:
    Riot Girl wrote:
    Morrigan LeSante wrote:
    Riot Girl wrote:
    Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



    Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

    I don't think haulers are at risk of breaking the game.



    Nor I, but a new WS booster will consume an existing booster slot so there's a trade off right there. If there were no drawbacks relevant to haulers, it would risk creating a new meta where it was essentially mandatory for haulers.

    But sure, toss it in for the third drawback. Or swap one of them to sig radius in keeping with the hyperspatial rig flavour?

    I'm not precious about drawbacks to be honest, I just didn't want to stealth buff haulers without calling the possibility out.

    And a cargo hit does hurt all ships using cap boosters too (which is quite a few). Well ok, not so much the small ships but that's because small cap boosters are stupidly undersized.

    Any warp-speed drug would be used for a reward based benefit. Reducing weapon damage mitigates the increased reward usrs of the drug would experience.

    In PvE, especially, warp rigs and implants already boost the disparity between isk/hr farmers and 'regular' mission runners. I'd propose that all warp-speed modifications should come with a relative damage output nerf.

  • Faction currencies to mitigate inflation in EVE Technology and Research Center

    GTN wrote:
    SurrenderMonkey wrote:
    You seem to have skipped over the part where you establish that there is actually a problem and just moved on ahead with proposing an ill-conceived solution.


    There is no problem and I didn't propose any solution. I just think that it would be great to have currencies backed by resources.
    Then resources need to become limited and you'll be here whining that there is nothing left to mine and everyone is hoarding ISK and resources (Which isn't a problem now, but will be if your idea happens).

  • Faction currencies to mitigate inflation in EVE Technology and Research Center

    GTN wrote:
    [quote=Frostys Virpio]The inflation that you don't see because people are hoarding ISK, will suddenly appear. ISK may die very quickly.

    Hoarding ISK isn't an issue as you said yourself, players can print their own ISK.

  • Warp speed drug in EVE Technology and Research Center

    Morrigan LeSante wrote:
    Riot Girl wrote:
    Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.



    Then why would you not ALWAYS use it in haulers? A charon cares little for less DPS Blink

    I don't think haulers are at risk of breaking the game.

  • Lets expand our interactions, with the pirate factions in EVE Technology and Research Center

    drug runs
    drugs need to be more accessible to new players and definitely need to be regarded as much a part of the meta as thermodynamics
    drugs need closer attention

  • Assault Frigates -- instead of a "bandaid", change the role in EVE Gameplay Center

    Why are we comparing t1 hulls to t2 hulls again? I'm not really sure where the argument here is when AFs are generally very strong in frigate meta and used to be reasonable in the larger meta but now their position and the position of all non-cloaky frigates in the game seems to have been made somewhat irrelevant or at least that seems to be the argument I'm seeing.

  • Assault Frigates -- instead of a "bandaid", change the role in EVE Gameplay Center

    Well that's very interesting. Thank you for sharing your observation.

  • Assault Frigates -- instead of a "bandaid", change the role in EVE Gameplay Center

    Leila Meurtrier wrote:
    Riot Girl wrote:
    Hochopepa wrote:
    Make them frigate versions of hics?

    But they're already frigate version of HACs, so then what? Make HACs into HICs?

    Except they are not. Look at speed difference between hacs and their t1 parents. Then do the same with frigates.

    That's really a lot of effort. To humour you, I checked Punisher vs Vengeance, compared with Omen vs Zealot.
    I didn't find anything remarkable.

  • All most interesting ideas for mining rewamp, in one place in EVE Technology and Research Center

    erg cz wrote:
    With current PLEX price development we will soon face increasing mineral prices due to tons of unsubscribed mining alts.

    Well this is certainly a very worrying development indeed! How will Eve survive when all the miners unsub?
    Miners, you have the power to destroy the entire infrasturcture of the game, unite and CCP will have no choice but to listen!

    Edit, to add something constructive to thread, I say the easiest way to make mining interesting is to increase mineral scarcity. Reduce availabity of resources to increase competition between miners (possibly forcing miners to scan sites or mine in more dangerous areas), while reducing the material costs of ships by a similar percentage.

    This increases the value of minerals, creates more competition amongst miners and forces a more interactive playstyle, while maintaining an economic balance in the market. It also means miners will spend less time mining and more time searching for resources and competing with other players, while recieving a valuable reward for their efforts.

  • Warp speed drug in EVE Technology and Research Center

    Reduced weapon damage would be a suitable drawback. I don't see any reason to nerf cargo holds.

  • Module and skill ideas in EVE Technology and Research Center

    Quote:
    ArrowPowerloader (midslot)
    Module that increases the quantity of ammunition for all weapons that require ammunition, as well as increases the rate of fire for available weapons.
    Drop the rate of fire increase, I think it's a feasible idea for a module.

    Quote:

    ArrowDrone Feeding array
    Module that allows for the (very slow) loading of drones in to the drone bay from the cargo hold.
    I don't like this one. If it's too slow, no one will use it. If it's not slow enough, it will be overpowered. Doubt anything good could come from it.

    Quote:

    ArrowOre specialization
    Skill allowing advanced mining to slightly increase the mining rate for one specific ore type.
    Sacrificificing tank or cargo space for yield is already part of the mining meta, though I think this idea is already covered by available modules.

  • Wardec idea iteration on another idea in EVE Technology and Research Center

    While wardecs are mostly a highsec thing, that doesn't mean wardeccers should be forced into highsec. Wardecs still have applications outside of highsec.

  • resubbing question in EVE Communication Center

    Casual Genius wrote:
    Just recently i checked one of my inactive accounts and it was 90 days of game time greatly reduced in Price.
    Blink

    I think I had that one last year, can't quite remember the deal but I think 90 days for the price of 60 maybe?

  • Assault Frigates -- instead of a "bandaid", change the role in EVE Gameplay Center

    Hochopepa wrote:
    Make them frigate versions of hics?

    But they're already frigate version of HACs, so then what? Make HACs into HICs?

  • The Munnin in EVE Gameplay Center

    Lacks fittings, underwhelming.

  • Question on laser ships in EVE Gameplay Center

    Just fly what you want, don't worry about what isk/hr guys say about guristas

  • Level 4 Nestor or abaddon? in EVE Gameplay Center

    [Abaddon, TPOGP]
    Centus C-Type Large Armor Repairer
    Armor Explosive Hardener II
    Armor Explosive Hardener II
    Armor Kinetic Hardener II
    Imperial Navy Heat Sink
    Imperial Navy Heat Sink
    Ammatar Navy Heat Sink

    100MN Afterburner II
    Heavy Capacitor Booster II, Cap Booster 800
    Tracking Computer II, Optimal Range Script
    Tracking Computer II, Optimal Range Script

    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L
    Mega Pulse Laser II, Imperial Navy Multifrequency L

    Large Nanobot Accelerator I
    Large Energy Locus Coordinator II
    Large Energy Locus Coordinator II

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