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Harpyja
Royal Uhlans Amarr Empire
667
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Posted - 2013.11.01 04:09:00 -
[1] - Quote
So today, I decided to get to theory-crafting and I made a nice spreadsheet for the Gunnlogi. The modules which I was interested in testing were:
- Complex Heavy Shield Booster (214.5,1048)
- Complex Heavy Shield Extender (198, 587)
- Complex Shield Hardener (209.25, 225)
- Complex Powergrid Upgrade (25, 0)
- Complex Ammo Expansion Unit (0, 0)
- Complex Light Armor Repairer (105, 195)
And for the turrets:
- XT-201 Missile Launcher (196, 837)
- XT-1 Missile Launcher (118, 180)
*(CPU, PG), assuming max skills in relevant skills
The Gunnlogi with the new stats has (845, 2120) and 3H/2L.
However, there is a major problem! With one booster, one hardener, 1 large turret, and 2 small turrets, I am already out of CPU, and I haven't filled out all of my slots yet! I hope these numbers aren't final, because if they are, then we will all be running STD vehicles with STD modules, and waiting for who-knows-when when prototype vehicles are released so we can fit PRO modules and turrets!
I was excited for 1.7, but after working with the numbers, I am very disappointed!
I also did some side calculations, and figured out the TTK for both Madrugars and Gunnlogis, using both missiles and blasters. These are assuming all complex modules and maxed skills.
- Assuming 1 booster and 1 hardener on an unscratched Gunnlogi, it would take a Madrugar with no damage mods and a blaster turret 16 seconds to kill it (more than half a full blaster clip).
- Assuming 1 complex heavy armor rep and 1 complex armor hardener on an unscratched Madrugar, it would take a Gunnlogi with no damage mods and a PRO missile turret 1.8 seconds to kill it (full missile clip). Interestingly enough, it would require one less missile if the Madrugar doesn't have an armor rep. Even if plates are added, it would still take the Madrugar too much time to kill the Gunnlogi, so the Gunnlogi would be able to get two full missile clips in, destroying the Madrugar.
After looking at this, missile Gunnlogis will be the ultimate counter to a Madrugar. However, I'm not sure if we can fit anything close to the 'simple' fits mentioned above as the numbers don't work out.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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jerrmy12 kahoalii
The dyst0pian Corporation
78
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Posted - 2013.11.01 05:53:00 -
[2] - Quote
Harpyja wrote:So today, I decided to get to theory-crafting and I made a nice spreadsheet for the Gunnlogi. The modules which I was interested in testing were:
- Complex Heavy Shield Booster (214.5,1048)
- Complex Heavy Shield Extender (198, 587)
- Complex Shield Hardener (209.25, 225)
- Complex Powergrid Upgrade (25, 0)
- Complex Ammo Expansion Unit (0, 0)
- Complex Light Armor Repairer (105, 195)
And for the turrets:
- XT-201 Missile Launcher (196, 837)
- XT-1 Missile Launcher (118, 180)
*(CPU, PG), assuming max skills in relevant skills The Gunnlogi with the new stats has (845, 2120) and 3H/2L. However, there is a major problem! With one booster, one hardener, 1 large turret, and 2 small turrets, I am already out of CPU, and I haven't filled out all of my slots yet! I hope these numbers aren't final, because if they are, then we w gunlogi gets f*cked again lol, but ammo takes no cpu or pg? |
Godin Thekiller
Hellstorm Inc League of Infamy
1352
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Posted - 2013.11.01 05:58:00 -
[3] - Quote
Damn, seeing that made me sad......
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
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Foundation Seldon
Gespenster Kompanie Villore Accords
167
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Posted - 2013.11.01 05:59:00 -
[4] - Quote
I don't see the problem here necessarily. Yes, you can't proto out your tank and run a combination of everything complex and proto weapons, if you want Complex X and Y then you'll need to make sacrifices with Z. If anything I think it'd be a problem if you could fit your tank with everything listed in this way. |
jerrmy12 kahoalii
The dyst0pian Corporation
78
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Posted - 2013.11.01 06:03:00 -
[5] - Quote
Foundation Seldon wrote:I don't see the problem here necessarily. Yes, you can't proto out your tank and run a combination of everything complex and proto weapons, if you want Complex X and Y then you'll need to make sacrifices with Z. If anything I think it'd be a problem if you could fit your tank with everything listed in this way. could i fit this? complex hardener adv booster or adv hardener complex booster adv missile turret pg upgrade ammo or light armor rep or ammo? |
Xender17
MoIden Heath PoIice Department EoN.
881
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Posted - 2013.11.01 06:06:00 -
[6] - Quote
Foundation Seldon wrote:I don't see the problem here necessarily. Yes, you can't proto out your tank and run a combination of everything complex and proto weapons, if you want Complex X and Y then you'll need to make sacrifices with Z. If anything I think it'd be a problem if you could fit your tank with everything listed in this way. It's therefore fine because the titles of modules say they are good. (when really it all sucks) Is what your saying.
What the fox say?
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Kasote Denzara
A Vulture
611
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Posted - 2013.11.01 06:07:00 -
[7] - Quote
Foundation Seldon wrote:I don't see the problem here necessarily. Yes, you can't proto out your tank and run a combination of everything complex and proto weapons, if you want Complex X and Y then you'll need to make sacrifices with Z. If anything I think it'd be a problem if you could fit your tank with everything listed in this way.
And ultimately, this will be the next thing they cry about. Not able to be fully proto. +1 for understanding the true problem of fittings.
Praise the sun!
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Assert Dominance
MoIden Heath PoIice Department EoN.
417
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Posted - 2013.11.01 06:10:00 -
[8] - Quote
Tankers mad cuz they cant proto out standard vehicle lololololololol
Edit: protoing standard tanks is likely the reason you dont have proto tanks now......
Put glaze on that bun.
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CharCharOdell
1444
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Posted - 2013.11.01 06:12:00 -
[9] - Quote
Well, here is something you should consider:
Vehicles are being redone to match the way dropsuits work. The Gunlogi is a meta 1 piece of gear. The modules you are using are complex (meta 5 and up). This would never work on a dropsuit (stacking complex mods on standard suits), so it shouldn't work on a vehicle, either. in fact, even the caldari logi couldn't fit all complex modules when in 1.0, so don't be surprised by this.
If you swap the complex for enhanced, or even basic, you don't actually give up any tankiness, just the frequency that you can engage the enemy (i do love this feature).
So don't fret. It doesn't mean that you have less EHP! You will probably only get less kills because you have to wait for your modules to recharge longer.
(I did 20 vehicle fittings, gunlogi and maddy, the day the tank stats came out. I am the King of QQ and am every bit as whiny as any tanker ever, and I really like the way vehicles look on paper. If I'm not upset, nobody else should be, either.)
Gùñ-é-º+¼+ò+¦GÖÑ+ú+ú+¡ GÖÑ'Ðe+ü+üGùÑ
Gùú -ä>-üð+++Ç++§<-¡<-¡ Gùó
Speaker of the Mangrove / King of QQ / Co-Founder of the Learning Coalition
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Foundation Seldon
Gespenster Kompanie Villore Accords
167
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Posted - 2013.11.01 06:21:00 -
[10] - Quote
Xender17 wrote:Foundation Seldon wrote:I don't see the problem here necessarily. Yes, you can't proto out your tank and run a combination of everything complex and proto weapons, if you want Complex X and Y then you'll need to make sacrifices with Z. If anything I think it'd be a problem if you could fit your tank with everything listed in this way. It's therefore fine because the titles of modules say they are good. (when really it all sucks) Is what your saying.
I don't understand the majority of your post but I'll use this to expand my thoughts on the subject.
He could, for example, easily drop the Booster and Hardener modules to enhanced level without losing anything in terms of its overall effectiveness. These modules all boost / resist by the same level at each tier with the only difference being the duration of cooldown at each tier.
Conversely he could probably quite easily drop the Extender to Enhanced level because the base Regen on all vehicles is much higher in 1.7 (Like 160 for the Shield Tank) than it is now (Like ... 12?). |
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Sylvana Nightwind
ck.0
540
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Posted - 2013.11.01 06:44:00 -
[11] - Quote
How do you know they are not changing overall PG/CPU in the overhaul? |
Foundation Seldon
Gespenster Kompanie Villore Accords
167
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Posted - 2013.11.01 06:49:00 -
[12] - Quote
Sylvana Nightwind wrote:How do you know they are not changing overall PG/CPU in the overhaul?
Because we have the stats?
https://forums.dust514.com/default.aspx?g=posts&t=113407&find=unread |
Heinz Doofenshertz
BetaMax.
572
|
Posted - 2013.11.01 06:50:00 -
[13] - Quote
To Sylvana we have the numbers :P
anyway I thought I would throw this here as well since it allows you to test fits, and I recently added the HAV weapons to it but there is a compare tool here: www.dust514stats.com/compare.cfm it is not finished, I'm still coding in all the skills weapons, ect. so yeah. but it will help with your maths, because it makes me sad every time someone posts math that is wrong.
Dust514 Stats, Have you updated today?
I do maths, and sit in a corner.
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Bendtner92
Imperfects Negative-Feedback
1197
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Posted - 2013.11.01 07:16:00 -
[14] - Quote
Maybe you should try some other fits OP? Stuff like dropping to enhanced for one of your modules, or more than one if you need that.
Can you fit full proto on a standard dropsuit? I didn't think so.
I've made some great Gunnlogi fits with the new numbers, which are almost full proto modules fits. There's no small turrets on them though, but I could easily get that by dropping one or two complex modules to enhanced. No, I'm not giving the fits away, so don't bother asking.
Also, CPU upgrades are high slots, not low slots. |
daishi mk03
Brutor Vanguard Minmatar Republic
282
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Posted - 2013.11.01 07:29:00 -
[15] - Quote
The armor repairer is not as effective on basic level, than it is on complex. |
Lorhak Gannarsein
513
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Posted - 2013.11.01 08:09:00 -
[16] - Quote
CharCharOdell wrote:Well, here is something you should consider:
Vehicles are being redone to match the way dropsuits work. The Gunlogi is a meta 1 piece of gear. The modules you are using are complex (meta 5 and up). This would never work on a dropsuit (stacking complex mods on standard suits), so it shouldn't work on a vehicle, either. in fact, even the caldari logi couldn't fit all complex modules when in 1.0, so don't be surprised by this.
If you swap the complex for enhanced, or even basic, you don't actually give up any tankiness, just the frequency that you can engage the enemy (i do love this feature).
So don't fret. It doesn't mean that you have less EHP! You will probably only get less kills because you have to wait for your modules to recharge longer.
(I did 20 vehicle fittings, gunlogi and maddy, the day the tank stats came out. I am the King of QQ and am every bit as whiny as any tanker ever, and I really like the way vehicles look on paper. If I'm not upset, nobody else should be, either.)
Yeah, sorry Harpy, I know we've done our fair share of bitching about tanks together, but I have to agree with O'Dell here - it's pretty clear that the tanks are going to be super-dropsuits that can't hack now, rather than mini-spaceships (at least in the way their modules and hulls are designed) - I'm hoping that we don't have to wait too long until we get PRO vehicles (it's finally going to happen! *squee*)
Also, I would like to shank those people that ***** about how tanks are being 'nerfed'.
___
EDIT
daishi mk03 wrote:The armor repairer is not as effective on basic level, than it is on complex.
Great. Make that your proto module, then. And that counts - expect a shanking.
Too busy clicking cookies to play DUST...
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Iron Wolf Saber
Den of Swords
9822
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Posted - 2013.11.01 08:39:00 -
[17] - Quote
Okay let me take a crack at fitting a Gunnlogi.
Blank thoery fit
2120 Grid 845 CPU 3 High 2 Lows 2 Small 1 Large
(min requirement 1 Large)
Lets stick with the railgun since its on the same tier as the gallente blaster and missiles seemed to have traded places.
80GJ Particle Accelerator (ADV) 163 CPU 670 Grid
I hate my nose gunner so only one small gun and since I got long range covered
20JG Neutron Blaster 78 CPU 202 Grid
Turret Fitting Optimization is way out there and its likely I wont have these skills off the bat. So both of them are 0% reduction.
241 CPU consumed 872 Grid consumed 604 CPU left 1278 Grid left
Now I have 3 highs and two lows left to fit
Going to skimp on the booster as I need it more to kick start the shield regen more than the shield gains thus its possible to break with shield. (you only get one pulse the larges only have almost 2x more shield bolstered but both kick start the shield regen)
Enhanced Light Shield Booster 164 CPU 133 Grid
Then to bolster defenses a bit
Enhanced Shield Hardener 238 CPU 158 CPU
Enhanced Shield Extender 218 CPU 419 Grid
Defenses Consumes 620 CPU and 710 Grid
Because Vehicle Shield Fitting Optimization is pretty easy (rank 2 lvl 5) but itself is a lvl 5 its likely going to be lvl 3 for me so
15% reduction in CPU only.
527 CPU and 710 Grid
With Offense added that leaves me with
77 CPU and 577 Grid left
Okay top rack filled now utility rack (lows in Gunnlogi's case)
Basic Light Armor Repairer 62 CPU 169 Grid Enhanced Railgun Ammo Expansion Unit 0 CPU and 0 Grid
15 CPU and 408 Grid left.
Alternatively if I know I am going to find armor repairs easy on the field I can have both ammo expansion units and throw a second gun in but the nose gun is a basic blaster
If I want an advanced or better Ill need to train more fitting optimization skills.
The skills layout is based on my current expenditure into vehicles atm so if I reinvest the same SP I could potentially put this together.
Overall she'd be a slow shoot and scoot sort of tank I wouldn't toss her into the fire like I do my sica. Probably would be hugging buildings or garages and good kind of hills the defenses will be mostly pre/re-active against swarms and impending threats seen to last long enough to get behind cover and kick start the shields again.
CPM 0 Secretary
Omni-Soldier Specialist
Current Theme \\=Advanced Forge Gun =// Unlocked.
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Foundation Seldon
Gespenster Kompanie Villore Accords
169
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Posted - 2013.11.01 10:50:00 -
[18] - Quote
And that's what we call breaking the paradigm of current Tank "all heavy modules all the time" fittings.
Some points : 1. Shield Regen is awesome now and Iron Wolf's build puts more emphasis on it with a Shield Booster meant primarily to kickstart regen on top of a smaller, bite size injection of Shields in emergencies
2. He shows that mixing and matching both Light and Heavy modules is probably going to be the best way of getting a balanced fitting, the notion that Light Modules = Dropship / LAV territory only is going to be one that might need some reexamining in 1.7
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daishi mk03
Brutor Vanguard Minmatar Republic
283
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Posted - 2013.11.01 11:04:00 -
[19] - Quote
Foundation Seldon wrote:2. He shows that mixing and matching both Light and Heavy modules is probably going to be the best way of getting a balanced fitting, the notion that Light Modules = Dropship / LAV territory only is going to be one that might need some reexamining in 1.7
lol no, just don't try to go full complex on a STD hull
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pegasis prime
BIG BAD W0LVES
1235
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Posted - 2013.11.01 11:11:00 -
[20] - Quote
daishi mk03 wrote:Foundation Seldon wrote:2. He shows that mixing and matching both Light and Heavy modules is probably going to be the best way of getting a balanced fitting, the notion that Light Modules = Dropship / LAV territory only is going to be one that might need some reexamining in 1.7 lol no, just don't try to go full complex on a STD hull
yip every one knows you never go the full ret@rd
Its gone from suck .....to blow
level 1 forum warrior
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Spkr4theDead
Red Star. EoN.
1169
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Posted - 2013.11.01 11:14:00 -
[21] - Quote
Harpyja wrote:So today, I decided to get to theory-crafting and I made a nice spreadsheet for the Gunnlogi. The modules which I was interested in testing were:
- Complex Heavy Shield Booster (214.5,1048)
- Complex Heavy Shield Extender (198, 587)
- Complex Shield Hardener (209.25, 225)
- Complex Powergrid Upgrade (25, 0)
- Complex Ammo Expansion Unit (0, 0)
- Complex Light Armor Repairer (105, 195)
And for the turrets:
- XT-201 Missile Launcher (196, 837)
- XT-1 Missile Launcher (118, 180)
*(CPU, PG), assuming max skills in relevant skills The Gunnlogi with the new stats has (845, 2120) and 3H/2L. However, there is a major problem! With one booster, one hardener, 1 large turret, and 2 small turrets, I am already out of CPU, and I haven't filled out all of my slots yet! I hope these numbers aren't final, because if they are, then we will all be running STD vehicles with STD modules, and waiting for who-knows-when when prototype vehicles are released so we can fit PRO modules and turrets! Some more numbers:
- CPU remaining with fit mentioned above: -11.4
- PG remaining with fit mentioned above: -350.65
---note: adding one Complex Powergrid Upgrade brings PG up to 73.35, but lowers CPU to -36.4
Removing the small turrets, I am able to fit these modules with the help of a CPgU, but I will be running with 2/3 high slots filled and no gunners (and gunners are important!)I was excited for 1.7, but after working with the numbers, I am very disappointed! I also did some side calculations, and figured out the TTK for both Madrugars and Gunnlogis, using both missiles and blasters. These are assuming all complex modules and maxed skills.
- Assuming 1 booster and 1 hardener on an unscratched Gunnlogi, it would take a Madrugar with no damage mods and a blaster turret 16 seconds to kill it (more than half a full blaster clip).
- Assuming 1 complex heavy armor rep and 1 complex armor hardener on an unscratched Madrugar, it would take a Gunnlogi with no damage mods and a PRO missile turret 1.8 seconds to kill it (full missile clip). Interestingly enough, it would require one less missile if the Madrugar doesn't have an armor rep. Even if plates are added, it would still take the Madrugar too much time to kill the Gunnlogi, so the Gunnlogi would be able to get two full missile clips in, destroying the Madrugar.
After looking at this, missile Gunnlogis will be the ultimate counter to a Madrugar. However, I'm not sure if we can fit anything close to the 'simple' fits mentioned above as the numbers don't work out.\ The 'best' fit I've been able to make has 2 Complex Heavy Shield Extenders, 1 Complex Shield Hardener, 1 CPgU, 1 Complex Ammo Expansion Unit, and a XT-201 Missile Launcher. It relies solely on buffer at 5300 shields and 60% resists. However, I'm still not happy because I won't have any gunners. When did you think CCP would make it easy for us?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1169
|
Posted - 2013.11.01 11:15:00 -
[22] - Quote
Foundation Seldon wrote:I don't see the problem here necessarily. Yes, you can't proto out your tank and run a combination of everything complex and proto weapons, if you want Complex X and Y then you'll need to make sacrifices with Z. If anything I think it'd be a problem if you could fit your tank with everything listed in this way. But it's fair when infantry can fit complex and PRO everything, right?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1169
|
Posted - 2013.11.01 11:17:00 -
[23] - Quote
Foundation Seldon wrote: Conversely he could probably quite easily drop the Extender to Enhanced level because the base Regen on all vehicles is much higher in 1.7 (Like 160 for the Shield Tank) than it is now (Like ... 12?).
lolwut
Active armor repair modules are being removed.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Spkr4theDead
Red Star. EoN.
1169
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Posted - 2013.11.01 11:18:00 -
[24] - Quote
Sylvana Nightwind wrote:How do you know they are not changing overall PG/CPU in the overhaul? Because they nerfed the PG skill, and now they're going to nerf the CPU skill, and I wouldn't be surprised if they nerf the base resource stats on all hulls, either.
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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daishi mk03
Brutor Vanguard Minmatar Republic
284
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Posted - 2013.11.01 11:20:00 -
[25] - Quote
1. You are no tanker, wtf are you doing here? > Active armor repair modules are being removed. 2. This thread is about shield tanks u fk > But it's fair when infantry can fit complex and PRO everything, right? 3. You can't full proto a STD suit .. so you are no infantry either
WHAT THE **** DO YOU EVEN PLAY? Sit in the tank of your chinese fbuddy and whisper him sweet words into his ear?
Edit: And stop triple and quadruple post everywhere u fk |
Spkr4theDead
Red Star. EoN.
1169
|
Posted - 2013.11.01 11:20:00 -
[26] - Quote
Lorhak Gannarsein wrote:CharCharOdell wrote:Well, here is something you should consider:
Vehicles are being redone to match the way dropsuits work. The Gunlogi is a meta 1 piece of gear. The modules you are using are complex (meta 5 and up). This would never work on a dropsuit (stacking complex mods on standard suits), so it shouldn't work on a vehicle, either. in fact, even the caldari logi couldn't fit all complex modules when in 1.0, so don't be surprised by this.
If you swap the complex for enhanced, or even basic, you don't actually give up any tankiness, just the frequency that you can engage the enemy (i do love this feature).
So don't fret. It doesn't mean that you have less EHP! You will probably only get less kills because you have to wait for your modules to recharge longer.
(I did 20 vehicle fittings, gunlogi and maddy, the day the tank stats came out. I am the King of QQ and am every bit as whiny as any tanker ever, and I really like the way vehicles look on paper. If I'm not upset, nobody else should be, either.) Yeah, sorry Harpy, I know we've done our fair share of bitching about tanks together, but I have to agree with O'Dell here - it's pretty clear that the tanks are going to be super-dropsuits that can't hack now, rather than mini-spaceships (at least in the way their modules and hulls are designed) - I'm hoping that we don't have to wait too long until we get PRO vehicles (it's finally going to happen! *squee*) Also, I would like to shank those people that ***** about how tanks are being 'nerfed'. ___ EDIT daishi mk03 wrote:The armor repairer is not as effective on basic level, than it is on complex. Great. Make that your proto module, then. And that counts - expect a shanking. So you don't consider the reduction of modules to be a nerf?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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pegasis prime
BIG BAD W0LVES
1235
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Posted - 2013.11.01 11:24:00 -
[27] - Quote
Spkr4theDead wrote:Sylvana Nightwind wrote:How do you know they are not changing overall PG/CPU in the overhaul? Because they nerfed the PG skill, and now they're going to nerf the CPU skill, and I wouldn't be surprised if they nerf the base resource stats on all hulls, either.
if they keep the stats the same as the published versions and all the mod's are kept to the publish stats we will get some interesting and varied fits, yes it appears like a nerf but with the changes coming to av its actually quite a buff in disguise. Av will still be deadly to an ill fitted tank or a tank on cool down which will be about 40% of the tanks time on the battlefield. they also mentioned that this is the first wave of rebalancing and with more mods to be released it can only get better . just my 0.2 isk.
Its gone from suck .....to blow
level 1 forum warrior
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Spkr4theDead
Red Star. EoN.
1169
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Posted - 2013.11.01 11:30:00 -
[28] - Quote
daishi mk03 wrote:1. You are no tanker, wtf are you doing here? > Active armor repair modules are being removed. 2. This thread is about shield tanks u fk > But it's fair when infantry can fit complex and PRO everything, right? 3. You can't full proto a STD suit .. so you are no infantry either
WHAT THE **** DO YOU EVEN PLAY? Sit in the tank of your chinese fbuddy and whisper him sweet words into his ear?
Edit: And stop triple and quadruple post everywhere u fk Do you want me to take a picture of my skill list?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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KalOfTheRathi
Nec Tributis
851
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Posted - 2013.11.01 11:30:00 -
[29] - Quote
Iron Wolf Saber wrote:Okay let me take a crack at fitting a Gunnlogi. -- snip -- Overall she'd be a slow shoot and scoot sort of tank I wouldn't toss her into the fire like I do my sica. Probably would be hugging buildings or garages and good kind of hills the defenses will be mostly pre/re-active against swarms and impending threats seen to last long enough to get behind cover and kick start the shields again. Thanks for the detail. Very helpful even though I only run Armor. Not enough SP to run both.
But the underlined section is a kick in the gut. There is no reason to run tanks. CCP/Shanghai has decided that the described method it the Only method that a tank will be allowed to run.
Fine, I'll kill tanks instead. Depending on how bad Wang lowers his Nerf Hammer Of Doom on my Forge Guns, that is.
And it won't matter without my Vehicle/Turret SP refunded and all vehicle* related ISK items repurchased. Without that DUST is just a waste of time. Or if vehicles turn out as bad as you have described ... time to play other games and let the passive SP build up enough to make DUST worth looking at again.
You know, when it runs like Chromosome.
* yes, even those stupid 25 Prometheus DS. |
Spkr4theDead
Red Star. EoN.
1169
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Posted - 2013.11.01 11:33:00 -
[30] - Quote
daishi mk03 wrote:
Edit: And stop triple and quadruple post everywhere u fk
With a max of 7 quotes, what do you expect me to do?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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