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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  CharCharOdell
 Shining Flame
 Amarr Empire
 
 914
 
 
      | Posted - 2013.09.20 00:22:00 -
          [1] - Quote 
 Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-on
 Plasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
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        |  Xender17
 Ahrendee Mercenaries
 EoN.
 
 643
 
 
      | Posted - 2013.09.20 00:27:00 -
          [2] - Quote 
 FGs don't need more ammo. Its on a heavy because heavies are supposed to be supported.
 Plasma cannon isn't stated to be an AV weapon anywhere in its description in anyway unlike AV nades, FGs, and swarms.
 Swarms do need a nerf. The damage output time is tightened but the damage was greatly increased. Leaving no escape if 2 show up. Even though you try to escape when the first does.
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        |  Goric Rumis
 Dead Six Initiative
 Lokun Listamenn
 
 215
 
 
      | Posted - 2013.09.20 00:34:00 -
          [3] - Quote 
 I agree on principle, although I'm not certain about the specific numbers because I'm not looking at the current numbers right now and don't have a calculation ready. Plasma cannon is primarily for crowd control and not AV, but it does seem to need a boost of some kind.
 
 The forge guns don't need to lose damage or gain ammo in general, but the assault should drop damage to match or be slightly below the standard (making up for it in higher DPS with its shorter charge time--which would leave it the choice weapon of good forge gunners).
 
 AV grenades should be 2 per merc, reduced homing (to around 5 meters, just so they can intuitively act as sticky grenades), no increase to cpu/pg cost but do 50% damage against heavily armored vehicles (relegating them to LAV mitigation, where they should be).
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        |  ladwar
 Dead Six Initiative
 Lokun Listamenn
 
 1651
 
 
      | Posted - 2013.09.20 00:39:00 -
          [4] - Quote 
 you know i had an insane idea that might work for av nades make them large nades so only the heavy suit can equipment them and then push the swarm launcher to a heavy weapon. just an idea to throw out there.
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        |  CharCharOdell
 Shining Flame
 Amarr Empire
 
 914
 
 
      | Posted - 2013.09.20 01:02:00 -
          [5] - Quote 
 
 ladwar wrote:you know i had an insane idea that might work for av nades make them large nades so only the heavy suit can equipment them and then push the swarm launcher to a heavy weapon. just an idea to throw out there. 
 luv it!
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        |  Surt gods end
 Demon Ronin
 
 1069
 
 
      | Posted - 2013.09.20 01:11:00 -
          [6] - Quote 
 
 CharCharOdell wrote:Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 
 
 All of this= 4 guys to counter one tank. lol
 
 
 This morning, I came close to taking down a very nice HAV. but that SOB had a partner who hopped out and helped him take me out. All I was thinking was damn.. If I had another AV guy with me, that HAV would have been gone. And that's just fine.
 
 2 dedicated AV guys. 3 for the more well fitted ones, or spiders. Nice numbers with out going the absurd 4 guys for ONE tank.
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        |  KenKaniff69
 Subdreddit
 Test Alliance Please Ignore
 
 445
 
 
      | Posted - 2013.09.20 01:21:00 -
          [7] - Quote 
 Unlike many tankers, I think the forge is very close to perfection. The proto version might be slightly OP, but only by 200-300 direct impact. The assault time should be set at a base of 3, but the skill is fine. We also need a standard assault forge to complement the proto and advanced versions. If we get the proper hulls and modules to fight a proto forge, someday, it will be a good fight. The range does need a slight buff, but not much.
 
 Swarms should require a longer lock on or something to compensate for the auto tracking ability. Perhaps they should be user guided. If nothing of the sorts will be added they need to be nerfed. Is it ironic that only the honing weapons and explosives in this game deal the most damage? Right now they are way too easy to use and deal an insane amount of damage.
 
 The plasma cannon is a weapon that requires great skill, but currently has little effect. This should go along with the idea that more skill input yields more damage output. I don't have any idea about a damage scale for it, but it should not be nearly as extreme as the current swarm scale (25% more damage per level).
 
 AND FOR THE LOVE OF GOD FIX INVISIBLE SWARMS
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        |  KenKaniff69
 Subdreddit
 Test Alliance Please Ignore
 
 445
 
 
      | Posted - 2013.09.20 01:23:00 -
          [8] - Quote 
 
 Surt gods end wrote:CharCharOdell wrote:Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 All of this= 4 guys to counter one tank. lol  This morning, I came close to taking down a very nice HAV. but that SOB had a partner who hopped out and helped him take me out. All I was thinking was damn.. If I had another AV guy with me, that HAV would have been gone. And that's just fine. 2 dedicated AV guys. 3 for the more well fitted ones, or spiders. Nice numbers with out going the absurd 4 guys for ONE tank.  What is wrong with a little coordination on your part? Lazy or what? I mean we are talking about "tanks". They should be kind of mean and require some teamwork to take down-if not another equally fitted tank.
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        |  Toby Flenderson
 research lab
 The Superpowers
 
 37
 
 
      | Posted - 2013.09.20 02:18:00 -
          [9] - Quote 
 
 ladwar wrote:you know i had an insane idea that might work for av nades make them large nades so only the heavy suit can equipment them and then push the swarm launcher to a heavy weapon. just an idea to throw out there. 
 So you basically are saying that in order to take out vehicles you need to be in a heavy suit? How close do you think heavies will be able to run up to a vehicle exactly? Also you expect heavies to sacrifice their primary weapon for a swarm launcher? It's some good thinking outside the box, I'll give you that, but I don't think this would work.
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        |  KING CHECKMATE
 TEAM SATISFACTION
 
 1175
 
 
      | Posted - 2013.09.20 02:20:00 -
          [10] - Quote 
 
 CharCharOdell wrote:Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 
 nO. Die in your vehicle.
 
 You are INSANE! this are all but NERFS.
 Dont like the Lock on? Make them Straight shooting with the ability to Dumb fire an we have a deal. DAMAGE STAYS.
 2100 base damage for the plasma seems legit.
 The Forge gun, im not even mad. I would love more range , i dont need the splash damage ,and 5% damagereduction wont change a thing.but well...
 AV grenades are the only way for soe mercs to deal with light vehicles. Dont like them? dont let infantry get close nor get into cities.
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        |  True Adamance
 PIE Inc.
 Praetoria Imperialis Excubitoris
 
 2131
 
 
      | Posted - 2013.09.20 02:23:00 -
          [11] - Quote 
 
 KING CHECKMATE wrote:CharCharOdell wrote:nO. Die in your vehicle.Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 Do you want me watching you ass in FW with my Amarr HAV or not?
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        |  KING CHECKMATE
 TEAM SATISFACTION
 
 1175
 
 
      | Posted - 2013.09.20 02:23:00 -
          [12] - Quote 
 
 True Adamance wrote:KING CHECKMATE wrote:CharCharOdell wrote:nO. Die in your vehicle.Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
  Do you want me watching you ass in FW with my Amarr HAV or not? 
 Sh!t
 
 Sorry i react like that when someone posts ridiculous nerf petitions to AV :3
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        |  Killar-12
 The Corporate Raiders
 Top Men.
 
 1208
 
 
      | Posted - 2013.09.20 02:26:00 -
          [13] - Quote 
 
 CharCharOdell wrote:Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 Keep the AV Nade Lock on but the rest sounds fine...
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        |  CharCharOdell
 Shining Flame
 Amarr Empire
 
 918
 
 
      | Posted - 2013.09.20 02:28:00 -
          [14] - Quote 
 
 KING CHECKMATE wrote:CharCharOdell wrote:nO. Die in your vehicle.You are INSANE! this are all but NERFS.Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 Dont like the Lock on? Make them Straight shooting with the ability to Dumb fire an we have a deal. DAMAGE STAYS.
 2100 base damage for the plasma seems legit.
 The Forge gun, im not even mad. I would love more range , i dont need the splash damage ,and 5% damagereduction wont change a thing.but well...
 AV grenades are the only way for soe mercs to deal with light vehicles. Dont like them? dont let infantry get close nor get into cities.
 
 A laser guided swarm with same stats would be fine. I wouldn't even mind making them faster if that happened.
 
 The AV grenades, themselves, arent that bad. It's when you have three guys standing on a compact hive, spamming them. they do more damage over a shorter time than anything else and are cheaper, less sp iontensive, lock on, and take no pg or cpu (compared to everything else)
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        |  Shattered Mirage
 native warlords
 
 281
 
 
      | Posted - 2013.09.20 02:31:00 -
          [15] - Quote 
 
 KenKaniff69 wrote:Unlike many tankers, I think the forge is very close to perfection. The proto version might be slightly OP, but only by 200-300 direct impact. The assault time should be set at a base of 3, but the skill is fine. We also need a standard assault forge to complement the proto and advanced versions. If we get the proper hulls and modules to fight a proto forge, someday, it will be a good fight. The range does need a slight buff, but not much. 
 Swarms should require a longer lock on or something to compensate for the auto tracking ability. Perhaps they should be user guided. If nothing of the sorts will be added they need to be nerfed. Is it ironic that only the honing weapons and explosives in this game deal the most damage? Right now they are way too easy to use and deal an insane amount of damage.
 
 The plasma cannon is a weapon that requires great skill, but currently has little effect. This should go along with the idea that more skill input yields more damage output. I don't have any idea about a damage scale for it, but it should not be nearly as extreme as the current swarm scale (25% more damage per level).
 
 AND FOR THE LOVE OF GOD FIX INVISIBLE SWARMS
 
 This.
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        |  DeadlyAztec11
 Chatelain Rapid Response
 Gallente Federation
 
 2143
 
 
      | Posted - 2013.09.20 02:33:00 -
          [16] - Quote 
 HOLY PLOPPING **** ***!
 
 How many of these, Nerf AV/give me an invincible tank, posts do you thrust into these forums? Yeah, I'm guilty of 're-fingering old topics. Though, I at least have the common courtesy to reach around the forum and use the same post.
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        |  ladwar
 Dead Six Initiative
 Lokun Listamenn
 
 1655
 
 
      | Posted - 2013.09.20 02:39:00 -
          [17] - Quote 
 
 Toby Flenderson wrote:ladwar wrote:you know i had an insane idea that might work for av nades make them large nades so only the heavy suit can equipment them and then push the swarm launcher to a heavy weapon. just an idea to throw out there. So you basically are saying that in order to take out vehicles you need to be in a heavy suit? How close do you think heavies will be able to run up to a vehicle exactly? Also you expect heavies to sacrifice their primary weapon for a swarm launcher? It's some good thinking outside the box, I'll give you that, but I don't think this would work. it makes AV suit specific, look at other games. there is a clear this are AV guys, always. PS2 you have heavy assaults, BF3 you have engineers, and the list goes on and they work just fine.
 
 its either that or have AV weapons not get restocked by nanohives, which would be balanced.
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        |  Tom Kent
 Wolves Clan
 
 7
 
 
      | Posted - 2013.09.20 02:41:00 -
          [18] - Quote 
 So why is everyone QQ over av weapons? Swarm Launchers can't be used on infantry only vehicles same with AV nades. If a vehicle take too much damage leave it. The FG is perfect the way it is. I use LAV, HAV, and DS. So i'm not too upset to lose my stuff i brought out whining about it is pointless.
 
 yours truly
 The Overpriced Fatsuit
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        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 762
 
 
      | Posted - 2013.09.20 02:52:00 -
          [19] - Quote 
 
 KING CHECKMATE wrote:CharCharOdell wrote:nO. Die in your vehicle.You are INSANE! this are all but NERFS.Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 Dont like the Lock on? Make them Straight shooting with the ability to Dumb fire an we have a deal. DAMAGE STAYS.
 2100 base damage for the plasma seems legit.
 The Forge gun, im not even mad. I would love more range , i dont need the splash damage ,and 5% damagereduction wont change a thing.but well...
 AV grenades are the only way for soe mercs to deal with light vehicles. Dont like them? dont let infantry get close nor get into cities.
 
 The accuracy needs nerfing on the FG's at longer ranges. That's why it has the horrible sight; it's supposed to be a inaccurate weapon at range. So giving it more range would be pointless. Also, that means that you want me to only fight snipers and other vehicles, as my blaster has to get close. AV grenades need a good, flat out nerfing.
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        |  Godin Thekiller
 Hellstorm Inc
 League of Infamy
 
 762
 
 
      | Posted - 2013.09.20 02:53:00 -
          [20] - Quote 
 
 Tom Kent wrote:So why is everyone QQ over av weapons? Swarm Launchers can't be used on infantry only vehicles same with AV nades. If a vehicle take too much damage leave it. The FG is perfect the way it is. I use LAV, HAV, and DS. So i'm not too upset to lose my stuff i brought out whining about it is pointless.   yours truly  The Overpriced Fatsuit   
 I call BS on this entire post.
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        |  KING CHECKMATE
 TEAM SATISFACTION
 
 1178
 
 
      | Posted - 2013.09.20 02:53:00 -
          [21] - Quote 
 
 CharCharOdell wrote:
 
 The AV grenades, themselves, arent that bad. It's when you have three guys standing on a compact hive, spamming them. they do more damage over a shorter time than anything else and are cheaper, less sp iontensive, lock on, and take no pg or cpu (compared to everything else)
 
 '' It's when you have three guys standing on a compact hive''
 Ok so you think this is somethingthat should happen. A tank always on the move is not affected by this.
 A tank in an open map, wont get affected by this. If you change them and limit them to 1 AV grenade per person wont change the fact that if you stay still inside a city you will STILL get bombarded by AV nades.
 
 AV nades not only occupy a VERY important slot in a suit that could be use for Locus core grenades or flux...but their range is just pitiful and in order to be effective the tanker has to be still, in an area he shouldnt be there....
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        |  Justin Tymes
 Dem Durrty Boyz
 Public Disorder.
 
 396
 
 
      | Posted - 2013.09.20 03:32:00 -
          [22] - Quote 
 AV Nades are fine, Forge Guns are fine, Swarm could use a slight nerf. Stop trying to solo tank, and actually get Infantry support.
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        |  Dovallis Martan JenusKoll
 Osmon Surveillance
 Caldari State
 
 150
 
 
      | Posted - 2013.09.20 04:56:00 -
          [23] - Quote 
 
 Xender17 wrote:Plasma cannon isn't stated to be an AV weapon anywhere in its description in anyway unlike AV nades, FGs, and swarm.
 AV weapons all have a few things in common:
 Low ammo reserves
 High damage in direct hit (~1000)
 Bonus Damage vs vehicles
 
 Plasma cannon has all of those.
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        |  Korvin Lomont
 United Pwnage Service
 RISE of LEGION
 
 191
 
 
      | Posted - 2013.09.20 07:48:00 -
          [24] - Quote 
 
 KenKaniff69 wrote:Surt gods end wrote:CharCharOdell wrote:Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-onPlasma cannon should be a short range powerhouse (2100 base damage), but remain as is
 Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo
 AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability.
 All of this= 4 guys to counter one tank. lol  This morning, I came close to taking down a very nice HAV. but that SOB had a partner who hopped out and helped him take me out. All I was thinking was damn.. If I had another AV guy with me, that HAV would have been gone. And that's just fine. 2 dedicated AV guys. 3 for the more well fitted ones, or spiders. Nice numbers with out going the absurd 4 guys for ONE tank.  What is wrong with a little coordination on your part? Lazy or what? I mean we are talking about "tanks". They should be kind of mean and require some teamwork to take down-if not another equally fitted tank.  
 Simple no. We haved fixed Team sizes of 16 per Side. If one tank is able to bind more than one Guy this creates an imbalance in the game. So unless you need more than the driver to kill with tanks it should never need more than one to take out a tank. This is not world of tanks where the only counter to one tank is a whole team or another tank this is a freaking First PERSON shooter with vehicles.
 
 Yes I know tanks are expensive but ISK was never a balancing factor in Dust not for vehicles not for Dropsuits. when referring to balancing you always have to consider the scalability.
 
 Just on a sidenote if your tank gets at least some support of your squad it is a force multiplier and can completely change the tide of the battle....
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        |  Rasatsu
 Much Crying Old Experts
 
 870
 
 
      | Posted - 2013.09.20 07:56:00 -
          [25] - Quote 
 
 ladwar wrote:you know i had an insane idea that might work for av nades make them large nades so only the heavy suit can equipment them and then push the swarm launcher to a heavy weapon. just an idea to throw out there. Another possible idea is that the AV grenades should have a high enough CPU/PG requirement that equip'ing them will force your to gimp the rest of your fitting, so no running around in the same fit with just grenades swapped.
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        |  Toby Flenderson
 research lab
 The Superpowers
 
 37
 
 
      | Posted - 2013.09.20 08:19:00 -
          [26] - Quote 
 
 ladwar wrote:Toby Flenderson wrote:ladwar wrote:you know i had an insane idea that might work for av nades make them large nades so only the heavy suit can equipment them and then push the swarm launcher to a heavy weapon. just an idea to throw out there. So you basically are saying that in order to take out vehicles you need to be in a heavy suit? How close do you think heavies will be able to run up to a vehicle exactly? Also you expect heavies to sacrifice their primary weapon for a swarm launcher? It's some good thinking outside the box, I'll give you that, but I don't think this would work. it makes AV suit specific, look at other games. there is a clear this are AV guys, always. PS2 you have heavy assaults, BF3 you have engineers, and the list goes on and they work just fine.  its either that or have AV weapons not get restocked by nanohives, which would be balanced. 
 Oh ok so if I understand you correctly would you be for a new "AV dropsuit" that has special limitations/perks that make it AV specific? I just didn't like the idea that it all went into a heavy dropsuit because it's too slow. I'd be for an AV only suit to come in along with the pilot dropsuit being a requirement for people to use vehicles.
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        |  Toby Flenderson
 research lab
 The Superpowers
 
 37
 
 
      | Posted - 2013.09.20 08:29:00 -
          [27] - Quote 
 
 Justin Tymes wrote:AV Nades are fine, Forge Guns are fine, Swarm could use a slight nerf. Stop trying to solo tank, and actually get Infantry support. 
 I agree. Somewhere along the lines it became reasonable to QQ about AV just because they can't fight an entire team themselves.
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        |  Breakin Stuff
 Goonfeet
 Top Men.
 
 1307
 
 
      | Posted - 2013.09.20 09:24:00 -
          [28] - Quote 
 
 Toby Flenderson wrote:I agree. Somewhere along the lines it became reasonable to QQ about AV just because they can't fight an entire team themselves.
 
 This is nothing new, they were whining about not being immune to anything less than an entire team as far back as closed beta.
 
 I'm pretty sure they were bitching about AV before the game was announced.
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        |  Rei Shepard
 Spectre II
 
 607
 
 
      | Posted - 2013.09.20 09:32:00 -
          [29] - Quote 
 
 Quote:Swarms should be the worst AV weapon with low damage (195/missile at std) and low speed because they're light and lock-on 
 When are rockets/missiles ever less destructive then other weapons, give me one example?
 
 
 Quote:Plasma cannon should be a short range powerhouse (2100 base damage), but remain as is 
 This gun should really do allot better if it had 2 rounds inside.
 
 
 Quote:Forge gun should get more range and less splash and lose 5% of its current damage, but get more ammo 
 Even more range? besides 5% less from instakill if you take it in the face is still going to be instakill.
 
 
 Quote:AV grenades should be 1/merc, as well as losing lock on/homing, as well as having a significantly larger cpu/pg cost, due to its spammability. 
 You really thought this one trough didnt you? so i am now standing there with 1 Nade ...spamming you to death with it ....aw wait i can't because i only got one....
 
 Fix the hives to not dispense Grenades or make a special type of hive that does grenades appart from ammo, this way assaults will have to choose to carry one type of hive over the other, leaving an extra role for logies. (not Logisaults).
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        |  Rei Shepard
 Spectre II
 
 609
 
 
      | Posted - 2013.09.20 09:41:00 -
          [30] - Quote 
 
 Breakin Stuff wrote:Toby Flenderson wrote:I agree. Somewhere along the lines it became reasonable to QQ about AV just because they can't fight an entire team themselves.
 This is nothing new, they were whining about not being immune to anything less than an entire team as far back as closed beta. I'm pretty sure they were bitching about AV before the game was announced. 
 Vehicles users think that because their tank costs Multiple dropsuits that it comes with build in skill to own everything due to its costs and should never die, because of that cost.
 
 Tanks can be 1 manned, so they should be soloble, if tanks where Driver + MainGunner to be operated then i would agree that at least 2 people be needed to take one down.
 
 In eve it doesnt matter how much your ship costs a bunch of cheap shitfits will destroys it.
 
 http://themittani.com/features/alod-paladin-couldnt
 
 So your doing some pve stuff in your 68 Billion Isk loot pinata, comes along 800m ISK in ships and kills you, shucks to be you man, same for tanks, price should never dictate what it can and cant do.
 
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