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Exmaple Core
Ancient Exiles
1528
|
Posted - 2013.10.03 20:40:00 -
[61] - Quote
Bojo The Mighty wrote:Exmaple Core wrote:gbghg wrote:a certain logibro said this Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) i bolded and underlined the important bit. no shield tanker will sacrifice one of its 3 slots to make their natural regen work for 20 seconds straight. That wouldent win a fight vs a madrugar and would make the tank worse Then that is your problem. When you choose shields you choose an ideology, you guys are going to have to live with the hit and run choice. Now the reason most of you can't picture a hit and run HAV is because HAV's are slow and cumbersome, high HP but made to dish out damage. Shield tanks are going to be Weapon Platforms, basically glass cannons. The Gunnloggi supports Missile and Rail turrets best though, which are longer range, in essence keeping you farther from your enemies. So that's one minor thing (that you will no doubt dismiss) that shield tanks really have, they support long range weapons. Also take note of vehicle skill changes. You can see that under Armor Composition that it gives a -10% to speed penalty of Armor plates. That right there is CCP hinting that Armor plates will have such noticeable mobility penalty that there will be a skill to lessen the penalty. CCP stated that armor is going to be your High HP sit down and shoot kind of vehicle. I don't think Madrugars will be able to keep up with Gunnloggis. Also they support blasters best so in order to maintain a high tank they're going to want to fit blasters so their lower CPU doesn't get too sliced for modules. Armor tanks will be buying into an ideology too, one that can be countered by mobility and range. Use that to your-future advantage. Nice try bojo, but you yourself have twisted your facts and dismissed things. Prepare to be dismantled because there is no hope for the gunlogi, i wouldent be saying this if it wasent true. Firstly you said shield tanks have long range rails going for them. This is not ture, currently, today it is because shield tanks can throw damage mods on their low slots and only sacrifice one high slot for an active heat sink. Today, armor tanks can only fit the active heat sink in their high slot because they need their lows to be an armor tank. So yes, by todays standards you are correct but the damage mods are now high slots, and the active heat sink is staying a high as well. This means that shield tanks will only have one shield modual to effectively hunt armor tanks with. No rep? no resist? no extender? wich one gos? None of it for armor tanks! they can retain all of their tanking ability and fit the damage mods and heat sinks, so it is actually them who are more adept at long range. No madrugar will loose to a gunlogi in a rail fight, ever. And in a blaster fight the armor tank can throw fuel injectors on its high slots to pace over the gunlogi. If the maddy wants to be faster than the hit and run tank, than it only sacrifices a high slot, it is now hit and run, tanking AND powerful. If a gunlogi throws on a fuel injector it becomes less tanky and killy. So no. The gunnlogi can not preform hit and run or win at long range |
Exmaple Core
Ancient Exiles
1528
|
Posted - 2013.10.03 20:43:00 -
[62] - Quote
Takahiro Kashuken wrote:Exmaple Core wrote:In their new update on how their ruining our vehicles somehow even harder than they have done, they continue to claim that shield tanks are made to hit and run, and armor is made to stand and slug it out. In this endevor, both tanks are given a speed reduction from their current state and are now the same speed. So how is the cute little shield tank that could deal with the big bad armor tank?
Well, they dont. If the shield tank pushes head on he cant compete with the superior galante active resist and dies. But if the shield tank rolls up behind the armor tank and shoots at him then runs away, the armor tank chases him down and kills him. So.... how does the shield tank beat it??
Missiles look promising, they are certainly terrorfiing beyond a reasonable doubt, expesically to an armor tank. It can fire 4-6 missiles a second and the proto ones do 500 damage each. Thats insaine! plus a clip of 12 but with 2 hardners and a heavy rep the armor tanks will eat it no promblem. Then the shield tank has to reload and the armor tank will easily close the distance in 10 seconds and kill him.
Blasters? duuuuuuuuuuuuuuuuuh
Rails? Maby once but its an anti tank weapon. If the armor tanker is using cover it will be impossible. And if you do kill the armor tanker than hed come out with a railgun and murder you.
So... what hope will a shield tank have? The way i currently beat shield tank with armor is to ram into them at full speed, i either instapop them or take of anywhere from 1k to 3k shield With the new stats that might still be possible but Wolfman is looking at collision damage Also the armor doesnt have active reps no more, its all passive 145 a sec i think just like reppers on dropsuits so its consistantly reps Take both a shield missile tank vs a armor blaster tank with same fits The shield tank can put back nearly 2k with its booster, that would be about 15secs for armor At each optimals missiles can fire 1st and waste a full clip, but 7.5 reload, blaster is 6, armor can close down but with reload a possiblity it could be wasted Tanks vs tank its more tactics this time around espc with the limits on everything, thats not including AV getting involved We need hands on but missiles could be back This is counting no resist though, or the 1200 shields of the madrugar OR the damage mods on its high slots OR the shield rep the armor tank has in addition to its armor rep, your counter argument left out 2 of its high slots. Not to mention the active resist of the armor tank is 60% with perma reps. Damage modded maddy with shield extender/rep with perma rep with 60% resist with plate will beat a missile gunny with 3 shield mods any day, like they do now |
Pvt Numnutz
Ikomari-Onu Enforcement Caldari State
251
|
Posted - 2013.10.03 21:07:00 -
[63] - Quote
I would assume that the armor tank will be slower because fitting and armor tank slows the actual tank....just saying |
Exmaple Core
Ancient Exiles
1530
|
Posted - 2013.10.03 21:14:00 -
[64] - Quote
Pvt Numnutz wrote:I would assume that the armor tank will be slower because fitting and armor tank slows the actual tank....just saying Fuel injectors are a high slot that boosts your speed. So they will be able to catch and destroy a shield tank with it, as they will be faster than the shield tank for 20 seconds and still wont sacrifice any of its tanking ability's, and could even throw in a damage mod with its other high. shield tank cant do ethire. Just saying |
Sylwester Dziewiecki
Beyond Hypothetical Box
179
|
Posted - 2013.10.03 21:57:00 -
[65] - Quote
Exmaple Core wrote:In their new update on how their ruining our vehicles somehow even harder than they have done, they continue to claim that shield tanks are made to hit and run, and armor is made to stand and slug it out. In this endevor, both tanks are given a speed reduction from their current state and are now the same speed. So how is the cute little shield tank that could deal with the big bad armor tank?
Well, they dont. If the shield tank pushes head on he cant compete with the superior galante active resist and dies. But if the shield tank rolls up behind the armor tank and shoots at him then runs away, the armor tank chases him down and kills him. So.... how does the shield tank beat it??
Missiles look promising, they are certainly terrorfiing beyond a reasonable doubt, expesically to an armor tank. It can fire 4-6 missiles a second and the proto ones do 500 damage each. Thats insaine! plus a clip of 12 but with 2 hardners and a heavy rep the armor tanks will eat it no promblem. Then the shield tank has to reload and the armor tank will easily close the distance in 10 seconds and kill him.
Blasters? duuuuuuuuuuuuuuuuuh
Rails? Maby once but its an anti tank weapon. If the armor tanker is using cover it will be impossible. And if you do kill the armor tanker than hed come out with a railgun and murder you.
So... what hope will a shield tank have? I don't think you look at this example engagement straight. First of all Large Railgun turrets make more dmg to shield today, but it is a bug - they suppose to do 110% to armor instead of shield. When 1.7 will come out it will be more easily to kill armor vehicles at distans. |
Bojo The Mighty
Zanzibar Concept
2102
|
Posted - 2013.10.03 23:57:00 -
[66] - Quote
Exmaple Core wrote: Nice try bojo, but you yourself have twisted your facts and dismissed things. Prepare to be dismantled because there is no hope for the gunlogi, i wouldent be saying this if it wasent true. Firstly you said shield tanks have long range rails going for them. This is not ture, currently, today it is because shield tanks can throw damage mods on their low slots and only sacrifice one high slot for an active heat sink. Today, armor tanks can only fit the active heat sink in their high slot because they need their lows to be an armor tank. So yes, by todays standards you are correct but the damage mods are now high slots, and the active heat sink is staying a high as well. This means that shield tanks will only have one shield modual to effectively hunt armor tanks with. No rep? no resist? no extender? wich one gos? None of it for armor tanks! they can retain all of their tanking ability and fit the damage mods and heat sinks, so it is actually them who are more adept at long range. No madrugar will loose to a gunlogi in a rail fight, ever. And in a blaster fight the armor tank can throw fuel injectors on its high slots to pace over the gunlogi. If the maddy wants to be faster than the hit and run tank, than it only sacrifices a high slot, it is now hit and run, tanking AND powerful. If a gunlogi throws on a fuel injector it becomes less tanky and killy. So no. The gunnlogi can not preform hit and run or win at long range
Look at Shield Boosters. Heavy Shield booster looks like it reps 1950 shields in one second then the natural shield regen of 168 Shields per second can take over. And looking at Shield Hardeners, it looks like they will negate 60% Damage while an armor hardener only negates 40. Although it has a shorter active duration, that plays into the hit and run ideology.
I also said that CCP is most likely going to put a severe mobility penalty to armor, so bad that there is a skill there to lessen the load. So what if a maddy can outrun a gunnloggi now, it probably won't be able tomorrow. The Gunnlogi looks like a kickass regnerative set up, so you can quickly regen what little HP you shield tankers will have and get right back out there.
Even with a Comp. Armor repper a Madrugar won't be able to regenerate the same amount of armor as a Gunnlogi can regenerate the same amount of shields. Yes shields will have a Delay but really that sort of needed to happen, so shields could have a much better regen rate. |
Exmaple Core
Ancient Exiles
1533
|
Posted - 2013.10.04 00:52:00 -
[67] - Quote
Bojo The Mighty wrote:Exmaple Core wrote: Nice try bojo, but you yourself have twisted your facts and dismissed things. Prepare to be dismantled because there is no hope for the gunlogi, i wouldent be saying this if it wasent true. Firstly you said shield tanks have long range rails going for them. This is not ture, currently, today it is because shield tanks can throw damage mods on their low slots and only sacrifice one high slot for an active heat sink. Today, armor tanks can only fit the active heat sink in their high slot because they need their lows to be an armor tank. So yes, by todays standards you are correct but the damage mods are now high slots, and the active heat sink is staying a high as well. This means that shield tanks will only have one shield modual to effectively hunt armor tanks with. No rep? no resist? no extender? wich one gos? None of it for armor tanks! they can retain all of their tanking ability and fit the damage mods and heat sinks, so it is actually them who are more adept at long range. No madrugar will loose to a gunlogi in a rail fight, ever. And in a blaster fight the armor tank can throw fuel injectors on its high slots to pace over the gunlogi. If the maddy wants to be faster than the hit and run tank, than it only sacrifices a high slot, it is now hit and run, tanking AND powerful. If a gunlogi throws on a fuel injector it becomes less tanky and killy. So no. The gunnlogi can not preform hit and run or win at long range
Look at Shield Boosters. Heavy Shield booster looks like it reps 1950 shields in one second then the natural shield regen of 168 Shields per second can take over. And looking at Shield Hardeners, it looks like they will negate 60% Damage while an armor hardener only negates 40. Although it has a shorter active duration, that plays into the hit and run ideology. I also said that CCP is most likely going to put a severe mobility penalty to armor, so bad that there is a skill there to lessen the load. So what if a maddy can outrun a gunnloggi now, it probably won't be able tomorrow (as in when these changes apply). The Gunnlogi looks like a kickass regnerative set up, so you can quickly regen what little HP you shield tankers will have and get right back out there. CCP Logibro wrote: AV weapons should also be getting work done to them to bring them in line with the new numbers. Those will be posted at a later date. For now, try to focus on vehicle vs vehicle interactions.
Small arms shouldn't be able to disrupt shield recharging. I don't have the exact number for the threshold off the top of my head, but it should be enough to prevent someone from pinging you with an assault rifle to stop the recharge.
Even with a Comp. Armor repper a Madrugar won't be able to regenerate the same amount of armor as a Gunnlogi can regenerate the same amount of shields. Yes shields will have a Delay but really that sort of needed to happen, so shields could have a much better regen rate. Also just at a glance, a basic Large Railgun and Damage Amp on a Maddy uses 1/2 of it's available CPU. It could fit a Comp Armor hardener but then it's tough choices between reps or plates. no matter how bad the penalty will be its the speed booster will solve the promblem so no matter what they can still be better hit and run tanks then the gunlogis. Its great that you found the confirmation that small arms fire wont impair a tanks ability to naturally regen itself, srly that was needed. But it wont be regening in a tank battle, the tanks will be doing enough damage to offset the regen. Admitively yes the shield booster is pretty sexy but we dont know who has the better resist set up, i put it on one of my threads still awaiting for CCP to give us a clear answer. If the shield hardner is indeed the 60% resist one then it can be kinda balanced, they wont be able to hit and run if the armor tank decides he doesent want to be slow but may be able to stand his ground in a brawl. Maby.
As for fitting, there are skills that reduce CPU and PG fitting cost by 25% total so its possible |
Bojo The Mighty
Zanzibar Concept
2102
|
Posted - 2013.10.04 02:44:00 -
[68] - Quote
Exmaple Core wrote: no matter how bad the penalty will be its the speed booster will solve the promblem so no matter what they can still be better hit and run tanks then the gunlogis. Its great that you found the confirmation that small arms fire wont impair a tanks ability to naturally regen itself, srly that was needed. But it wont be regening in a tank battle, the tanks will be doing enough damage to offset the regen. Admitively yes the shield booster is pretty sexy but we dont know who has the better resist set up, i put it on one of my threads still awaiting for CCP to give us a clear answer. If the shield hardner is indeed the 60% resist one then it can be kinda balanced, they wont be able to hit and run if the armor tank decides he doesent want to be slow but may be able to stand his ground in a brawl. Maby. doubt it, armor tanks have always been beating shields in brawls
As for fitting, there are skills that reduce CPU and PG fitting cost by 25% total so its possible
1st off: Shield Hardeners = Damage x 0.4 which means you reduce 60% damage ----------Armor Hardeners = Damage x 0.6 which means you reduce 40% damage So you guys clearly have resistance going for you.
Also, since you aren't giving up the Nitrous Booster argument, it's an active module. Yes it has a longer Active than cooldown but the fact is there are moments when you can not use it. Also, I can't interpret it's values. It says BASE , 2. I have no idea what that means. You can't prove that Boosters will make Maddy's faster and I can't prove otherwise. You need to drop the booster from argument. It's something we can't interpret. Again, play out the Armor tank's weakness. It's armor, shield tanks support Missiles, missiles do extra damage to armor tanks, Missiles are now a 10 clip with Full Auto.
Get the jump on an Armor tank from a range they can't initially return fire and you'll win. Also you are assuming that the HAV battles of today will be like that of the future. Right now it's sit still and spam. Turrets will have ammo and clip sizes, I think that will fundamentally change battles. I think it will result in more "Tank Chases", where an HAV gets the jump on another, that was attacking Infantry. It will run to try and reload and then face you unless it knows it can't.
There is no crystal ball we'll have to sit and wait for the true results of HAV battles. |
Takahiro Kashuken
Red Star. EoN.
1280
|
Posted - 2013.10.04 12:01:00 -
[69] - Quote
Exmaple Core wrote:Takahiro Kashuken wrote:Exmaple Core wrote:In their new update on how their ruining our vehicles somehow even harder than they have done, they continue to claim that shield tanks are made to hit and run, and armor is made to stand and slug it out. In this endevor, both tanks are given a speed reduction from their current state and are now the same speed. So how is the cute little shield tank that could deal with the big bad armor tank?
Well, they dont. If the shield tank pushes head on he cant compete with the superior galante active resist and dies. But if the shield tank rolls up behind the armor tank and shoots at him then runs away, the armor tank chases him down and kills him. So.... how does the shield tank beat it??
Missiles look promising, they are certainly terrorfiing beyond a reasonable doubt, expesically to an armor tank. It can fire 4-6 missiles a second and the proto ones do 500 damage each. Thats insaine! plus a clip of 12 but with 2 hardners and a heavy rep the armor tanks will eat it no promblem. Then the shield tank has to reload and the armor tank will easily close the distance in 10 seconds and kill him.
Blasters? duuuuuuuuuuuuuuuuuh
Rails? Maby once but its an anti tank weapon. If the armor tanker is using cover it will be impossible. And if you do kill the armor tanker than hed come out with a railgun and murder you.
So... what hope will a shield tank have? The way i currently beat shield tank with armor is to ram into them at full speed, i either instapop them or take of anywhere from 1k to 3k shield With the new stats that might still be possible but Wolfman is looking at collision damage Also the armor doesnt have active reps no more, its all passive 145 a sec i think just like reppers on dropsuits so its consistantly reps Take both a shield missile tank vs a armor blaster tank with same fits The shield tank can put back nearly 2k with its booster, that would be about 15secs for armor At each optimals missiles can fire 1st and waste a full clip, but 7.5 reload, blaster is 6, armor can close down but with reload a possiblity it could be wasted Tanks vs tank its more tactics this time around espc with the limits on everything, thats not including AV getting involved We need hands on but missiles could be back This is counting no resist though, or the 1200 shields of the madrugar OR the damage mods on its high slots OR the shield rep the armor tank has in addition to its armor rep, your counter argument left out 2 of its high slots. Not to mention the active resist of the armor tank is 60% with perma reps. Damage modded maddy with shield extender/rep with perma rep with 60% resist with plate will beat a missile gunny with 3 shield mods any day, like they do now
My argument left quite a bit out
Missiles reach 250out meaning it can hammer the maddy from distance
Shield booster is 2k, armor is passive and the plates/extenders dont offer as much
With the high and low slots the heat sink is no longer in, the speed boost/dmg yes it can use but apart from that only shield is left for it, likewise at low slots the shield could use armor as a fall back or a passive armor mod
Plus if armor uses plates its slower, sure a speed boost can make it faster but also what about the engagment, blaster tank may focus more on infantry engage at the right time it will either be reloadng and if he spams all his ammo he runs out
But with dmg mods now being in the highs and not lows armor does seem to have all advantages except a active rep
Time and fits will tell with this one, a skilled tanker could make the gunlogi work again due to no 3x active armor rep |
gbghg
L.O.T.I.S.
3611
|
Posted - 2013.10.04 13:18:00 -
[70] - Quote
Exmaple Core wrote:Bojo The Mighty wrote:Exmaple Core wrote:gbghg wrote:a certain logibro said this Quote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) i bolded and underlined the important bit. no shield tanker will sacrifice one of its 3 slots to make their natural regen work for 20 seconds straight. That wouldent win a fight vs a madrugar and would make the tank worse Then that is your problem. When you choose shields you choose an ideology, you guys are going to have to live with the hit and run choice. Now the reason most of you can't picture a hit and run HAV is because HAV's are slow and cumbersome, high HP but made to dish out damage. Shield tanks are going to be Weapon Platforms, basically glass cannons. The Gunnloggi supports Missile and Rail turrets best though, which are longer range, in essence keeping you farther from your enemies. So that's one minor thing (that you will no doubt dismiss) that shield tanks really have, they support long range weapons. Also take note of vehicle skill changes. You can see that under Armor Composition that it gives a -10% to speed penalty of Armor plates. That right there is CCP hinting that Armor plates will have such noticeable mobility penalty that there will be a skill to lessen the penalty. CCP stated that armor is going to be your High HP sit down and shoot kind of vehicle. I don't think Madrugars will be able to keep up with Gunnloggis. Also they support blasters best so in order to maintain a high tank they're going to want to fit blasters so their lower CPU doesn't get too sliced for modules. Armor tanks will be buying into an ideology too, one that can be countered by mobility and range. Use that to your-future advantage. Nice try bojo, but you yourself have twisted your facts and dismissed things. Prepare to be dismantled because there is no hope for the gunlogi, i wouldent be saying this if it wasent true.Firstly you said shield tanks have long range rails going for them. This is not ture, currently, today it is because shield tanks can throw damage mods on their low slots and only sacrifice one high slot for an active heat sink. Today, armor tanks can only fit the active heat sink in their high slot because they need their lows to be an armor tank. So yes, by todays standards you are correct but the damage mods are now high slots, and the active heat sink is staying a high as well. This means that shield tanks will only have one shield modual to effectively hunt armor tanks with. No rep? no resist? no extender? wich one gos? None of it for armor tanks! they can retain all of their tanking ability and fit the damage mods and heat sinks, so it is actually them who are more adept at long range. No madrugar will loose to a gunlogi in a rail fight, ever. And in a blaster fight the armor tank can throw fuel injectors on its high slots to pace over the gunlogi. If the maddy wants to be faster than the hit and run tank, than it only sacrifices a high slot, it is now hit and run, tanking AND powerful. If a gunlogi throws on a fuel injector it becomes less tanky and killy. So no. The gunnlogi can not preform hit and run or win at long range Correction, you believe it to be true, that doesn't make it so, making lots of teary posts won't prove your point, sit down and run the numbers, make the best fits that you can with both tanks, look at how the skills will possibly affect those numbers, lay it out in a clear format that everyone will be able to read and check your maths from, and then think how those fits will work with the known gameplay changes, bojo's right we can't crystal ball this one, we won't know what works and what doesn't until they release the update, but what we can do is a crapload of theory crafting fits and point out what looks to be the major issues with those numbers to the devs, in other words be constructive rather than just whining all the time maple. |
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Mortedeamor
Internal Rebellion
342
|
Posted - 2013.10.04 13:33:00 -
[71] - Quote
Pvt Numnutz wrote:I would assume that the armor tank will be slower because fitting and armor tank slows the actual tank....just saying yeah would be true if fitting shield extenders did not do the same |
Tony Calif
Crux Special Tasks Group Gallente Federation
2536
|
Posted - 2013.10.04 13:34:00 -
[72] - Quote
I'm gonna log in just to waste my tanks before CCP burn holes in their hulls, pull out the wiring, and break the engine.
In addition, believe nothing until the patch actually hits. The number of thing CCP promises, and what they deliver, in regards to Dust, has never been equal. |
Mortedeamor
Internal Rebellion
342
|
Posted - 2013.10.04 13:41:00 -
[73] - Quote
the base speed of both havs will still be similar and shields slow shield vehilces down just as much as armor does currently ..i see no mention of changing this..while it makes no sense ccp think shields should have weight. with gallente able to use active propulsion without sacrificing tanking ability their speed will trump the so called hit and run caldari tanks..AS THEY DO CURRENTLY ..also as far as i am aware minmatar are supposed to be speedy and caldari are supposed to be SHIELD TANKED they are supposed to be the strongest of the shield tanked vehicles..and they're survivability isnt supposed to depend on speed to begin with.by eve standards this game makes no sense. by dust standards it still makes no sense..
even assuming ccp was never going to give us amarian tanks or minmatar..what we have currently is a hit and run armor tank and a sit and hide long range expensive coffin.
...they are going so far off what caldari are meant to be it makes me wonder if they even plan on giving us the other racial variants and this ..vehicle change in 1.7 will only further the gap between the two races of vehicles.
ccp why do you hate the caldari? it is obviously inferior to the gallente in every way..and these changes wont fix that. you may balance stnd tanks vs stnd av but ..the gallente tanks will still trump the caldari.and proto av will still insta pop all..do you really think people will stay around as vehicle specs for another year? (time frame pulled from the rate at which you update dust)
ps. note i say update dust not BALANCE OR IMPROVE |
Takahiro Kashuken
Red Star. EoN.
1280
|
Posted - 2013.10.04 14:03:00 -
[74] - Quote
Mortedeamor wrote:the base speed of both havs will still be similar and shields slow shield vehilces down just as much as armor does currently ..i see no mention of changing this..while it makes no sense ccp think shields should have weight. with gallente able to use active propulsion without sacrificing tanking ability their speed will trump the so called hit and run caldari tanks..AS THEY DO CURRENTLY ..also as far as i am aware minmatar are supposed to be speedy and caldari are supposed to be SHIELD TANKED they are supposed to be the strongest of the shield tanked vehicles..and they're survivability isnt supposed to depend on speed to begin with.by eve standards this game makes no sense. by dust standards it still makes no sense..
even assuming ccp was never going to give us amarian tanks or minmatar..what we have currently is a hit and run armor tank and a sit and hide long range expensive coffin.
...they are going so far off what caldari are meant to be it makes me wonder if they even plan on giving us the other racial variants and this ..vehicle change in 1.7 will only further the gap between the two races of vehicles.
ccp why do you hate the caldari? it is obviously inferior to the gallente in every way..and these changes wont fix that. you may balance stnd tanks vs stnd av but ..the gallente tanks will still trump the caldari.and proto av will still insta pop all..do you really think people will stay around as vehicle specs for another year? (time frame pulled from the rate at which you update dust)
ps. note i say update dust not BALANCE OR IMPROVE
But if you com[pare it all to EVE its all back to front which shield/armor which is odd because i did expect them to just copy and paste generally from EVE to suits and vehicles |
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