Pages: 1 2 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Eltra Ardell
Goonfeet Top Men.
211
|
Posted - 2013.12.16 07:44:00 -
[1] - Quote
Red things are bad. Shoot the red things and try not to get shot by them.
Letters denote control points that you want to control. You can control bad control points (red!) by running up to them and reading the screen prompt.
Tanks are big and scary. You should use rockets to make them go away; bullets don't work on them.
Maps are big and walking makes you tired. Use a car to go places.
You can use tanks too, try calling them in! You get them the same way as jeeps, but you choose HAV instead of LAV. |
Seigfried Warheit
104
|
Posted - 2013.12.16 07:46:00 -
[2] - Quote
This goes for Caldari FW too |
Viktor Hadah Jr
0uter.Heaven
1484
|
Posted - 2013.12.16 07:46:00 -
[3] - Quote
^Request CCP send this to anyone who played Amarr FW in the past week. you will change their world.
Amarr
My OB Kills
Selling Templar BPO
|
Kasote Denzara
A Vulture
1371
|
Posted - 2013.12.16 07:47:00 -
[4] - Quote
I'm not going to defend anyone here, but the weekends are the worse. Friday, Saturday, and Sunday. These three days are when the worst of the worst blueberries appear. The random deployers (those are the ones that have all four factions enabled and just deploy whenever) need to choose something or gtfo. Srsly. It's affecting everyone on the field.
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara
You can find me in Gallente's FW. I smell of freedom.
|
Jadek Menaheim
Xer Cloud Consortium
701
|
Posted - 2013.12.16 08:01:00 -
[5] - Quote
You can also send iskies to myself, or the members in the Judean People's Front chat channel. We will throw a Minmatar FW battle quite easily to the aid of Amarr players.
Shameless advertisement.
[sig=hex.dec]4d7920313333372048617830727a2078706c6f747a20522058706f7364206259206c766c2035204330646562386b727a[/sig]
|
Llast 326
An Arkhos
846
|
Posted - 2013.12.16 08:34:00 -
[6] - Quote
I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way
KRRROOOOOOM
|
Oswald Rehnquist
890
|
Posted - 2013.12.16 08:38:00 -
[7] - Quote
Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way
Good thing, we spanked the gallente 11/2 today W/L
Below 28 dB
|
Llast 326
An Arkhos
848
|
Posted - 2013.12.16 08:42:00 -
[8] - Quote
Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L That last one was fun.
KRRROOOOOOM
|
Luna Angelo
We Who Walk Alone
431
|
Posted - 2013.12.16 08:46:00 -
[9] - Quote
Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L And I missed it?
Names of playstyles
|
True Adamance
Scions of Athra
4917
|
Posted - 2013.12.16 08:49:00 -
[10] - Quote
Viktor Hadah Jr wrote:^Request CCP send this to anyone who played Amarr FW in the past week. you will change their world.
Good thing I haven't played since 1.6 then isn't it.
"Shudder. Again another smart idea from an Amarr..."- Forlorn Destrier (11/12/13) LAWL
|
|
Oswald Rehnquist
892
|
Posted - 2013.12.16 08:52:00 -
[11] - Quote
Llast 326 wrote:Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L That last one was fun.
What match were you in? I didn't catch your name.
Were in in that match with Southern Legion (that was our last match and second loss)? Our whole team started 30 seconds late and they arrived at Echo the same time we got Echo (which was our home objective).
My favorite match of the day was against Dem Durty boyz or however they butcher the words, we barely beat them but out, as our squad topped their squad. We had one objective, and we were low but they ticked out while we had 5 left.
Below 28 dB
|
Oswald Rehnquist
893
|
Posted - 2013.12.16 09:01:00 -
[12] - Quote
Luna Angelo wrote:Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L And I missed it?
Two days ago we went 10/2, so I'm happy I beat my record. Too bad we didn't get to play, saw you online but on your eve toon, we did chat for a bit.
Playing with a core group of randoms as well, getting to learn new ones too, its been pretty fun overall.
Below 28 dB
|
Luna Angelo
We Who Walk Alone
432
|
Posted - 2013.12.16 09:04:00 -
[13] - Quote
Oswald Rehnquist wrote:Luna Angelo wrote:Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L And I missed it? Two days ago we went 10/2, so I'm happy I beat my record. Too bad we didn't get to play, saw you online but on your eve toon, we did chat for a bit. Playing with a core group of randoms as well, getting to learn new ones too, its been pretty fun overall. Yeah, I saw you, was busy transporting stuff from Uitra to... well, another location. I did get there. Twice. In Lo-Sec. Safely.
Names of playstyles
|
Assert Dominance
Ahrendee Mercenaries EoN.
622
|
Posted - 2013.12.16 09:21:00 -
[14] - Quote
Eltra Ardell wrote:Red things are bad. Shoot the red things and try not to get shot by them.
Letters denote control points that you want to control. You can control bad control points (red!) by running up to them and reading the screen prompt.
Tanks are big and scary. You should use rockets to make them go away; bullets don't work on them.
Maps are big and walking makes you tired. Use a car to go places.
You can use tanks too, try calling them in! You get them the same way as jeeps, but you choose HAV instead of LAV. Amarr FW blue dot: wut?
LOGIC! NO! IT BURRRRNNNSSS!!!!!!
|
Vyzion Eyri
The Southern Legion The Umbra Combine
2225
|
Posted - 2013.12.16 09:39:00 -
[15] - Quote
Also when your God suddenly speaks to you in the middle of battle: don't stop, spiral on the spot and stare up and the heavens when you reply. It's really eerie and makes me feel tingly when I kill you.
Seriously though, I don't see any Minny blueberries spiraling and staring at the sky. ._.
"When nothing is going your way, go out of your way to do nothing."
|
True Adamance
Scions of Athra
4919
|
Posted - 2013.12.16 09:40:00 -
[16] - Quote
Vyzion Eyri wrote:Also when your God suddenly speaks to you in the middle of battle: don't stop, spiral on the spot and stare up and the heavens when you reply. It's really eerie and makes me feel tingly when I kill you.
Seriously though, I don't see any Minny blueberries spiraling and staring at the sky. ._.
God doesn't talk to that filthy rabble.....they have neither his love nor his blessing. Only true sons and daughter of the Amarr receive that blessing and those swine have not earnt the right to call themselves such.
"Shudder. Again another smart idea from an Amarr..."- Forlorn Destrier (11/12/13) LAWL
|
Luna Angelo
We Who Walk Alone
432
|
Posted - 2013.12.16 09:45:00 -
[17] - Quote
True Adamance wrote:Vyzion Eyri wrote:Also when your God suddenly speaks to you in the middle of battle: don't stop, spiral on the spot and stare up and the heavens when you reply. It's really eerie and makes me feel tingly when I kill you.
Seriously though, I don't see any Minny blueberries spiraling and staring at the sky. ._. God doesn't talk to that filthy rabble.....they have neither his love nor his blessing. Only true sons and daughter of the Amarr receive that blessing and those swine have not earnt the right to call themselves such. Peace, Kador, do not waste your breath on this rabble, kill them.
Names of playstyles
|
Lorhak Gannarsein
731
|
Posted - 2013.12.16 09:49:00 -
[18] - Quote
Luna Angelo wrote:True Adamance wrote:Vyzion Eyri wrote:Also when your God suddenly speaks to you in the middle of battle: don't stop, spiral on the spot and stare up and the heavens when you reply. It's really eerie and makes me feel tingly when I kill you.
Seriously though, I don't see any Minny blueberries spiraling and staring at the sky. ._. God doesn't talk to that filthy rabble.....they have neither his love nor his blessing. Only true sons and daughter of the Amarr receive that blessing and those swine have not earnt the right to call themselves such. Peace, Kador, do not waste your breath on this rabble, kill them.
But we can only TK three people safely :(
>Cosgar: You know, tanks are actually paper thin once their modules are in cooldown.
|
Luna Angelo
We Who Walk Alone
432
|
Posted - 2013.12.16 09:58:00 -
[19] - Quote
Lorhak Gannarsein wrote:Luna Angelo wrote:True Adamance wrote:Vyzion Eyri wrote:Also when your God suddenly speaks to you in the middle of battle: don't stop, spiral on the spot and stare up and the heavens when you reply. It's really eerie and makes me feel tingly when I kill you.
Seriously though, I don't see any Minny blueberries spiraling and staring at the sky. ._. God doesn't talk to that filthy rabble.....they have neither his love nor his blessing. Only true sons and daughter of the Amarr receive that blessing and those swine have not earnt the right to call themselves such. Peace, Kador, do not waste your breath on this rabble, kill them. But we can only TK three people safely :( Kill them anyways. I'm sure getting kicked from FW for a day is worth killing idiots. I'm killing MCC campers, so....
Names of playstyles
|
The-Errorist
Closed For Business For All Mankind
393
|
Posted - 2013.12.16 10:08:00 -
[20] - Quote
Also if you want people to fight for the Amarr or Caldari, don't let them read their detailed descriptions compared to the other races.
Amarr Empire Amarr Empire, the largest of the five main empires, the Amarr Empire is a sprawling patchwork of feudal-like provinces held together by the might of the Emperor, spanning 40% of the inhabited solar systems. Religion has always played a big part in Amarrian politics and the Amarrians believe they are the rightful masters of the universe, souring their relations with their neighbours. Another source of ill-feeling on the part of the other empires is the fact that the Amarrians embrace slavery. The Amarr Emperor is the head of a ritualistic, authoritarian imperial state, and below him are the Five Heirs, the heads of the five royal families from which a new emperor is chosen. The EmperorGÇÖs authority is unquestioned and absolute, but the archaic and bureaucratic system of government makes it difficult for him to exert his rule unless directly in person.
Otherwise, the Five Heirs rule in his name, dividing the huge empire between them. The Emperor and the Five Heirs can expect to live for at least 500 years. Extensive cyber-implants keep their frail bodies alive, even when their organs begin to fail. These cyber enhancements date back many millennia, and have become a symbol of royal divinity in the eyes of the Amarrians.
Always a deeply religious people, religion remains of great importance to every Amarrian, a fervour which, at various times, has been responsible both for great good and great evil. Shortly after recovering from the closure of EVE, they began to expand their realm at the expense of neighbouring states.
The nations they conquered were enslaved, a practice justified by their religion. Ever since, the Amarrians have enslaved every nation and race they have encountered and today slavery is an essential part of Amarr society.
This has, of course, tainted their relations with other races, especially the individualistic Gallenteans. The Amarrians were the first of the races in EVE to re-discover warp technology, notably jump gate technology. After accomplishing this more than 2,000 years ago, they immediately began expanding to nearby solar systems, slowly building up their empire in the process.
On the way, they encountered two human races, both of whom suffered the fate of being enslaved by the far more powerful Amarrians. In recent years however, the Amarrians have begun to run into serious opposition. First they met the Gallente Federation. Although smaller, the Amarrians soon found the economic and military might of the Gallenteans to be a match for their own.
Soon after, the Jovians arrived on the scene and the Amarrians made a futile attempt to subjugate them, resulting in a humiliating defeat. To make matters worse, the Minmatars, enslaved for centuries by the Amarrians, used the opportunity to rebel against their masters.
Since these fateful events two centuries ago, the Amarrians have learned restraint. They have slowed down their expansion and are less forceful in their dealings with other races, but still view themselves as the most powerful race in EVE, if only because of their sheer numbers. |
|
The-Errorist
Closed For Business For All Mankind
393
|
Posted - 2013.12.16 10:09:00 -
[21] - Quote
Caldari State The Caldari State is ruled by several mega-corporations. There is no central government to speak of GÇô all territories within the State are owned and ruled by corporations. Duty and discipline are required traits in Caldari citizens, plus unquestioning loyalty to the corporation they live to serve. The corporations compete aggressively amongst themselves and with companies outside the State, resulting in a highly capitalistic society.
Each corporation is made up of thousands of smaller companies, ranging from industrial companies to law firms. All land and real estate is owned by a company which leases it to the citizens, and government and policing are also handled by independent companies. Although this gives the corporations dictatorial powers, they are just as bound by Caldari customs and laws as the individual, and the fierce, continual competition between the corporations ensures a healthy, consumer-based social environment, which benefits everyone. While the Caldari State may not be nearly as big as that of the Gallenteans, let alone the Amarrians, they are still universally feared and admired.
The Caldari economy is strong, and their military might is parallel to that of the larger empires. Coupled to the fact that they are more unscrupulous than the Gallenteans and more combative than the Amarrians, this makes them in many ways the most meddlesome of all the empires. As most Caldari trade is conducted by individual companies rather than the State itself, this makes it difficult for the other empires to deal with them at a political level. If a company is found guilty of unethical business dealings, it simply disappears into its parent corporation, and before long another one appears to take its place. But if a Caldari company is threatened, the whole corporation and often the whole State backs it up with full force.
Caldari society is steeped in military tradition. As a people, its members had to fight a long and bloody war to gain their independence, and even had to surrender their home planet to their hated enemies, the Gallenteans. It was at this time that the corporations established themselves as the driving force behind creating and maintaining the new Caldari State. Even if the Caldari have not engaged in war for many decades, they still strive to be at the cutting edge of military technology and their vessels, weapons and fighting methods are inferior to none but the enigmatic Jovians.
To curb their aggressive tendencies, the Caldari actively pursue and sponsor a range of sporting activities. Many of these are bloody, gladiatorial-like competitions, while others are more like races. But whatever the sport, the Caldari love betting on the outcome, making gambling a massive industry in the state. The State offers its citizens the best and the worst in living conditions. As long as you keep in line, do your job, uphold the laws and so forth, life can be fairly pleasant and productive. But for those who are not cut out for this strict, disciplined regime, life quickly becomes intolerable. They lose their respect, family, status, everything, and the only options left to them are suicide or exile.
Although not exactly xenophobic as such, the Caldari are very protective of their way of life and tolerate only those foreigners that stick to the rules. |
The-Errorist
Closed For Business For All Mankind
393
|
Posted - 2013.12.16 10:10:00 -
[22] - Quote
Gallente Federation The Gallente Federation encompasses several races, the Gallenteans being the largest by far. The Federation is democratic and very liberal in a world full of dictators and oligarchies. The Caldari State was once part of the Federation, but a severe dispute resulted in their departure and a long war between the Gallente Federation and the Caldari State.
The Gallenteans are the masters of pleasure and entertainment and their rich trade empire has given the world many of its most glorious and extravagant sights. Self-righteous, meddling, pompous and tiresome, or virile liberalists and defenders of the free world.
Love them or hate them, you simply canGÇÖt ignore them. Everybody has an opinion on the Gallente Federation, it all depends from which side of the table you view them. For many, it is the GÇÿPromised LandGÇÖ, where any dream can become a reality. Descendants of Tau Ceti Frenchmen, the Gallenteans remain strong believers in free will and human rights, despite numerous setbacks in their long history. It has been said that, once you have seen the Crystal Boulevard in Caille, youGÇÖve seen it all. True, the view is spectacular, but if thereGÇÖs one thing you can never see in its entirety, it is the Gallente Federation. You may travel its length and breadth, marvel at the Sunspiral on Troux, climb the Akat Mountains on tropical Intaki, or thrill to the Mendre dancers on Sovicou. Wherever you go, you will always see something new and exciting, even when you visit the same place again. Gallente society is in a constant state of flux GÇô vigorous, vibrant and progressive.
Few societies display such stark contrasts. Many of the wealthiest people in the world are Gallenteans, creating a constant demand for luxury goods. At the same time, the ranks of the poor number millions,because while the liberal market-driven economy and individual freedoms may allow everybody the chance to advance to the top, they make it just as easy to plummet to the very bottom of the social ladder.
In the world of EVE, the Gallentean are the kings of entertainment, mass-producing everything from cheap ****-flicks to elaborate stage-shows for an ever-hungry public. They boast the most elaborate luxury space yachts, and the most glittering hotel reservoirs. Anything your mind or body could ever crave, the Gallenteans have plenty of it. The Gallenteans are not alone in their Federation, whose boundaries are home to pockets of residents, varying in size and representing all the other races of EVE, most of whom left their own empires due to political or ideological differences, or simply in search of peace and prosperity. In addition to these, there are two human races, the Intakis and the Mannars, both of whom the Gallenteans found while exploring and expanding their empire.
Both were at a very primitive level when the Gallenteans found them, but since coming under the protection and guidance of the Gallenteans, both races have flourished and today are fully-fledged members of the Federation. The Caldari were initially part of the Federation, but deep-seated differences and mutual animosity between them and the Gallenteans drove them out to form their own empire. For a time, the two warred against each other, but as neither could gain sufficient advantage to claim victory, peace was settled in the end. |
The-Errorist
Closed For Business For All Mankind
393
|
Posted - 2013.12.16 10:10:00 -
[23] - Quote
Minmatar Republic A tough, no-nonsense race, the Minmatars are a determined and independent people. Their home planet of Matar is a natural paradise, although centuries of abuse have taken much from its beauty.
The Minmatar Republic was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies.
Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the galaxy, including a large portion still enslaved within the Amarr Empire.
Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions. For the Minmatars, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong.
A clan can have any number of people in it, and its size is largely dictated by the main activity of its members. Most specialize in one area of activity. While those who live on a planet can focus on agricultural or industrial activity, others who travel around the universe of EVE concentrate on trading, pirating, and suchlike. In the distant past, the clans constantly warred against each other.
Since then, however, Minmatars have learned that cooperation is more important, and although the clans still try to maintain their regional and ideological identities, they act as a single unit towards other races.
The fortunes of the Minmatars have ebbed and flowed continuously. At one time they had a flourishing empire with a level of mechanical excellence never before or since seen anywhere. Later, however, they had to endure centuries of enslavement, toiling and dying for the benefit of foreign masters. Today, most of them have regained their freedom, but the legacy of their enslavement has been the diaspora of the race.
The Minmatars are the most numerous of all the races in the universe of EVE, but their vast numbers are divided into many factions. While the Minmatar Republic is the official state, only a quarter of all Minmatars are part of it.
The largest proportion, almost a third, are enslaved within the huge Amarr Empire, while a fifth resides within the Gallente Federation, creating a powerful political bloc which keeps relations between the Gallenteans and the Amarrians in a constant state of tension. The remainder, who are not part of any formal organization, live as freemen.
Many are itinerant labourers, roaming from one system to another in search for work. A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods and many of the larger criminal groups in the world of EVE are run by Minmatars. |
Luna Angelo
We Who Walk Alone
432
|
Posted - 2013.12.16 10:28:00 -
[24] - Quote
Looking at these, Errorist, you can see flaws in all the societies, but the game doesn't show this.
All the people see is "WOOO!!! DEMOCRACY" or "WOOOO FREEDOM!!!!" versus "SLAVES!!!" or "CORPORATE POWER!!!!"
Names of playstyles
|
True Adamance
Scions of Athra
4925
|
Posted - 2013.12.16 10:38:00 -
[25] - Quote
The-Errorist wrote:Minmatar Republic A tough, no-nonsense race, the Minmatars are a determined and independent people. Their home planet of Matar is a natural paradise, although centuries of abuse have taken much from its beauty. The Minmatar Republic was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the galaxy, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions. For the Minmatars, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong. A clan can have any number of people in it, and its size is largely dictated by the main activity of its members. Most specialize in one area of activity. While those who live on a planet can focus on agricultural or industrial activity, others who travel around the universe of EVE concentrate on trading, pirating, and suchlike. In the distant past, the clans constantly warred against each other. Since then, however, Minmatars have learned that cooperation is more important, and although the clans still try to maintain their regional and ideological identities, they act as a single unit towards other races. The fortunes of the Minmatars have ebbed and flowed continuously. At one time they had a flourishing empire with a level of mechanical excellence never before or since seen anywhere. Later, however, they had to endure centuries of enslavement, toiling and dying for the benefit of foreign masters. Today, most of them have regained their freedom, but the legacy of their enslavement has been the diaspora of the race. The Minmatars are the most numerous of all the races in the universe of EVE, but their vast numbers are divided into many factions. While the Minmatar Republic is the official state, only a quarter of all Minmatars are part of it. The largest proportion, almost a third, are enslaved within the huge Amarr Empire, while a fifth resides within the Gallente Federation, creating a powerful political bloc which keeps relations between the Gallenteans and the Amarrians in a constant state of tension. The remainder, who are not part of any formal organization, live as freemen. Many are itinerant labourers, roaming from one system to another in search for work. A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods and many of the larger criminal groups in the world of EVE are run by Minmatars.
Holy **** one of them was smart enough to use and open resource to find out information about his or her chosen faction and share it with the ignorant masses.... we are seeing a new breed of dumb consoler evolve into something slightly less disgusting.....
What could have promoted this sudden jump in intelligence levels? Radioactivity? Prolonged exposure to duct tape? Who knows.... I shall document this and add it to my findings.....
No but in all seriousness this highlights one of CCP problems, in their lore intro there is not one negative aspect of Minmatar culture highlighted, where there are some evident if you look into Minmatar lore....same with the Gallente.....but every negative aspect of the Amarr and Caldari are highlighted in theirs.
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
|
Luna Angelo
We Who Walk Alone
434
|
Posted - 2013.12.16 10:41:00 -
[26] - Quote
True Adamance wrote:The-Errorist wrote:Minmatar Republic A tough, no-nonsense race, the Minmatars are a determined and independent people. Their home planet of Matar is a natural paradise, although centuries of abuse have taken much from its beauty. The Minmatar Republic was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the galaxy, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions. For the Minmatars, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong. A clan can have any number of people in it, and its size is largely dictated by the main activity of its members. Most specialize in one area of activity. While those who live on a planet can focus on agricultural or industrial activity, others who travel around the universe of EVE concentrate on trading, pirating, and suchlike. In the distant past, the clans constantly warred against each other. Since then, however, Minmatars have learned that cooperation is more important, and although the clans still try to maintain their regional and ideological identities, they act as a single unit towards other races. The fortunes of the Minmatars have ebbed and flowed continuously. At one time they had a flourishing empire with a level of mechanical excellence never before or since seen anywhere. Later, however, they had to endure centuries of enslavement, toiling and dying for the benefit of foreign masters. Today, most of them have regained their freedom, but the legacy of their enslavement has been the diaspora of the race. The Minmatars are the most numerous of all the races in the universe of EVE, but their vast numbers are divided into many factions. While the Minmatar Republic is the official state, only a quarter of all Minmatars are part of it. The largest proportion, almost a third, are enslaved within the huge Amarr Empire, while a fifth resides within the Gallente Federation, creating a powerful political bloc which keeps relations between the Gallenteans and the Amarrians in a constant state of tension. The remainder, who are not part of any formal organization, live as freemen. Many are itinerant labourers, roaming from one system to another in search for work. A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods and many of the larger criminal groups in the world of EVE are run by Minmatars. Holy **** one of them was smart enough to use and open resource to find out information about his or her chosen faction and share it with the ignorant masses.... we are seeing a new breed of dumb consoler evolve into something slightly less disgusting..... What could have promoted this sudden jump in intelligence levels? Radioactivity? Prolonged exposure to duct tape? Who knows.... I shall document this and add it to my findings..... No but in all seriousness this highlights one of CCP problems, in their lore intro there is not one negative aspect of Minmatar culture highlighted, where there are some evident if you look into Minmatar lore....same with the Gallente.....but every negative aspect of the Amarr and Caldari are highlighted in theirs. As I said, in a much less convoluted way, in the previous post, Kador.
Names of playstyles
|
True Adamance
Scions of Athra
4925
|
Posted - 2013.12.16 10:43:00 -
[27] - Quote
Luna Angelo wrote:True Adamance wrote:The-Errorist wrote:Minmatar Republic A tough, no-nonsense race, the Minmatars are a determined and independent people. Their home planet of Matar is a natural paradise, although centuries of abuse have taken much from its beauty. The Minmatar Republic was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the galaxy, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions. For the Minmatars, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong. A clan can have any number of people in it, and its size is largely dictated by the main activity of its members. Most specialize in one area of activity. While those who live on a planet can focus on agricultural or industrial activity, others who travel around the universe of EVE concentrate on trading, pirating, and suchlike. In the distant past, the clans constantly warred against each other. Since then, however, Minmatars have learned that cooperation is more important, and although the clans still try to maintain their regional and ideological identities, they act as a single unit towards other races. The fortunes of the Minmatars have ebbed and flowed continuously. At one time they had a flourishing empire with a level of mechanical excellence never before or since seen anywhere. Later, however, they had to endure centuries of enslavement, toiling and dying for the benefit of foreign masters. Today, most of them have regained their freedom, but the legacy of their enslavement has been the diaspora of the race. The Minmatars are the most numerous of all the races in the universe of EVE, but their vast numbers are divided into many factions. While the Minmatar Republic is the official state, only a quarter of all Minmatars are part of it. The largest proportion, almost a third, are enslaved within the huge Amarr Empire, while a fifth resides within the Gallente Federation, creating a powerful political bloc which keeps relations between the Gallenteans and the Amarrians in a constant state of tension. The remainder, who are not part of any formal organization, live as freemen. Many are itinerant labourers, roaming from one system to another in search for work. A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods and many of the larger criminal groups in the world of EVE are run by Minmatars. Holy **** one of them was smart enough to use and open resource to find out information about his or her chosen faction and share it with the ignorant masses.... we are seeing a new breed of dumb consoler evolve into something slightly less disgusting..... What could have promoted this sudden jump in intelligence levels? Radioactivity? Prolonged exposure to duct tape? Who knows.... I shall document this and add it to my findings..... No but in all seriousness this highlights one of CCP problems, in their lore intro there is not one negative aspect of Minmatar culture highlighted, where there are some evident if you look into Minmatar lore....same with the Gallente.....but every negative aspect of the Amarr and Caldari are highlighted in theirs. As I said, in a much less convoluted way, in the previous post, Kador.
Some one has to be the cynical sarcastic bastard .....
To a Texan like you, a hero is some type of weird sandwich, not some nut who takes on three Gunlogi.
Reference = ISK
|
Luna Angelo
We Who Walk Alone
434
|
Posted - 2013.12.16 10:44:00 -
[28] - Quote
True Adamance wrote:Luna Angelo wrote:True Adamance wrote:The-Errorist wrote:Minmatar Republic A tough, no-nonsense race, the Minmatars are a determined and independent people. Their home planet of Matar is a natural paradise, although centuries of abuse have taken much from its beauty. The Minmatar Republic was formed over a century ago when the Matari threw out their Amarrians overlords in what is known as the Minmatar Rebellion. The Matari had the support of the Gallente Federation and to this day, the two nations remain close allies. Yet, only a quarter of the Matari people reside within the Republic. The rest are scattered around the galaxy, including a large portion still enslaved within the Amarr Empire. Minmatar individuals are independent and proud, possessing a strong will and a multitude of tribal traditions. For the Minmatars, the most important thing in life is to be able to take care of yourself on your own, and although kin and family play an important role in their society, they prefer identifying themselves by the clan or tribe to which they belong. A clan can have any number of people in it, and its size is largely dictated by the main activity of its members. Most specialize in one area of activity. While those who live on a planet can focus on agricultural or industrial activity, others who travel around the universe of EVE concentrate on trading, pirating, and suchlike. In the distant past, the clans constantly warred against each other. Since then, however, Minmatars have learned that cooperation is more important, and although the clans still try to maintain their regional and ideological identities, they act as a single unit towards other races. The fortunes of the Minmatars have ebbed and flowed continuously. At one time they had a flourishing empire with a level of mechanical excellence never before or since seen anywhere. Later, however, they had to endure centuries of enslavement, toiling and dying for the benefit of foreign masters. Today, most of them have regained their freedom, but the legacy of their enslavement has been the diaspora of the race. The Minmatars are the most numerous of all the races in the universe of EVE, but their vast numbers are divided into many factions. While the Minmatar Republic is the official state, only a quarter of all Minmatars are part of it. The largest proportion, almost a third, are enslaved within the huge Amarr Empire, while a fifth resides within the Gallente Federation, creating a powerful political bloc which keeps relations between the Gallenteans and the Amarrians in a constant state of tension. The remainder, who are not part of any formal organization, live as freemen. Many are itinerant labourers, roaming from one system to another in search for work. A fair number make their living on the darker side of the law, acting as pirates, smugglers and peddlers in all kinds of illegal goods and many of the larger criminal groups in the world of EVE are run by Minmatars. Holy **** one of them was smart enough to use and open resource to find out information about his or her chosen faction and share it with the ignorant masses.... we are seeing a new breed of dumb consoler evolve into something slightly less disgusting..... What could have promoted this sudden jump in intelligence levels? Radioactivity? Prolonged exposure to duct tape? Who knows.... I shall document this and add it to my findings..... No but in all seriousness this highlights one of CCP problems, in their lore intro there is not one negative aspect of Minmatar culture highlighted, where there are some evident if you look into Minmatar lore....same with the Gallente.....but every negative aspect of the Amarr and Caldari are highlighted in theirs. As I said, in a much less convoluted way, in the previous post, Kador. Some one has to be the cynical sarcastic bastard ..... Can't you do that without the convoluted answer? Seriously.
Names of playstyles
|
Llast 326
An Arkhos
851
|
Posted - 2013.12.16 15:11:00 -
[29] - Quote
Oswald Rehnquist wrote:Llast 326 wrote:Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L That last one was fun. What match were you in? I didn't catch your name. Were in in that match with Southern Legion (that was our last match and second loss)? Our whole team started 30 seconds late and they arrived at Echo the same time we got Echo (which was our home objective). My favorite match of the day was against Dem Durty boyz or however they butcher the words, we barely beat them but out, as our squad topped their squad. We had one objective, and we were low but they ticked out while we had 5 left. Edit: We fought southern legion, synergy, ancient exiles, dem durty boys, and a whole bunch of other major corps, and we had nothing on our side but our one squad holding it up. There was some Ghost something group we keep running into though they weren't the best, they usually qsynched with another major corp . I swear there we never had any corps rep us at all, it is literally 100% mono corp support on gallente, and zero for caldari, though getting to get know the good caldari players is making this pretty fun, because we look like a group of randoms.
I even killed you twice. Pistol to the head, and an RE (yeah i am crazy and still use RE in FW) lol It was one that you folks won, but close enough that it could have changed in the last 2 minutes. Mushroom houses and bridge. The only other person i remember from the match was one of the SVER lads, 40. He dodged my traps and evaded me like a pro. Keep it up, FW is more fun when there is back and forth.
KRRROOOOOOM
|
Oswald Rehnquist
895
|
Posted - 2013.12.16 15:22:00 -
[30] - Quote
Llast 326 wrote:Oswald Rehnquist wrote:Llast 326 wrote:Oswald Rehnquist wrote:Llast 326 wrote:I guess i should stop sending all the academy recruits to the Amarr and Cal now? I thought you need the numbers so i was sending em your way Good thing, we spanked the gallente 11/2 today W/L That last one was fun. What match were you in? I didn't catch your name. Were in in that match with Southern Legion (that was our last match and second loss)? Our whole team started 30 seconds late and they arrived at Echo the same time we got Echo (which was our home objective). My favorite match of the day was against Dem Durty boyz or however they butcher the words, we barely beat them but out, as our squad topped their squad. We had one objective, and we were low but they ticked out while we had 5 left. Edit: We fought southern legion, synergy, ancient exiles, dem durty boys, and a whole bunch of other major corps, and we had nothing on our side but our one squad holding it up. There was some Ghost something group we keep running into though they weren't the best, they usually qsynched with another major corp . I swear there we never had any corps rep us at all, it is literally 100% mono corp support on gallente, and zero for caldari, though getting to get know the good caldari players is making this pretty fun, because we look like a group of randoms. I even killed you twice. Pistol to the head, and an RE (yeah i am crazy and still use RE in FW) lol It was one that you folks won, but close enough that it could have changed in the last 2 minutes. Mushroom houses and bridge. The only other person i remember from the match was one of the SVER lads, 40. He dodged my traps and evaded me like a pro. Keep it up, FW is more fun when there is back and forth.
I see, I think that was the match with dem durty boyz then because that one was literally way to close for comfort, (did we have only one objective left at the end?). In the matches I run I go almost entirely support scout, with proto uplinks and complex hacking mods, I literally just carry around a single militia scrambler pistol because I can't fit anything else.
So while my squad defends an area I'm usually going solo into enemy zones and providing back doors for blues on objectives or quick second hacks to get us a few ticks before they turn it back, as a result my kdr is suffering but it seems to work rather well considering the success I've been seeing and with different/random people in my squads.
Edit:
and yes you are crazy for bringing REs to FW lol, but if wins are high enough that can justify it.
Below 28 dB
|
|
Llast 326
An Arkhos
852
|
Posted - 2013.12.16 15:35:00 -
[31] - Quote
Oswald Rehnquist wrote:[quote=Llast 326] I see, I think that was the match with dem durty boyz then because that one was literally way to close for comfort, (did we have only one objective left at the end?). In the matches I run I go almost entirely support scout, with proto uplinks and complex hacking mods, I literally just carry around a single militia scrambler pistol because I can't fit anything else.
So while my squad defends an area I'm usually going solo into enemy zones and providing back doors for blues on objectives or quick second hacks to get us a few ticks before they turn it back, as a result my kdr is suffering but it seems to work rather well considering the success I've been seeing and with different/random people in my squads.
Edit:
and yes you are crazy for bringing REs to FW lol, but if wins are high enough that can justify it. Yep think that was the one. A was all you had at the end. We had the two in the "city" I went and took D and E. You came sneaking in to E popped one of my blues and i popped you. Must have been your uplink I found later then. Reds came sneaking in the backdoor, so I went looking back there.
KRRROOOOOOM
|
Kaydee Rashyo
Xer Cloud Consortium
9
|
Posted - 2013.12.16 15:39:00 -
[32] - Quote
Eltra Ardell wrote: Letters denote control points that you want to control. You can control bad control points (red!) by running up to them and reading the screen prompt.
Great advice! I have one question though:
I ran up to a bad red point and read the screen prompt. It stayed bad and red though. Do I need to do anything after reading?
Sincerely,
Blueberry
OMG I'M AN ALT
|
|
|
|
Pages: 1 2 :: [one page] |